﻿<?xml version="1.0"?>
<doc>
	<assembly>
		<name>UnityEditor</name>
	</assembly>
	<members>
		<member name="T:UnityEditor.GameViewSizeGroupType">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.Highlighter">
			<summary>Use this class to highlight elements in the editor for use in in-editor tutorials and similar.</summary>
		</member>
		<member name="T:UnityEditor.AssetDatabase">
			<summary>An Interface for accessing assets and performing operations on assets.</summary>
		</member>
		<member name="T:UnityEditor.BodyPart">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.FindAssets(System.String)">
			<summary>Search the assetdatabase using a searchfilter string.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.FindAssets(System.String,System.String[])">
			<summary>Search the assetdatabase using a searchfilter string.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.FindAssets(UnityEditor.SearchFilter)">
			<summary>Search the assetdatabase using a searchfilter string.</summary>
		</member>
		<member name="T:UnityEditor.MathUtils">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.Contains(UnityEngine.Object)">
			<summary>Is object an asset?</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.Contains(System.Int32)">
			<summary>Is object an asset?</summary>
		</member>
		<member name="T:UnityEditor.IHasCustomMenu">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetQuatLength(UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.CreateFolder(System.String,System.String)">
			<summary>Create a new folder.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetQuatConjugate(UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.BoneState">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.IHasCustomMenu.AddItemsToMenu(UnityEditor.GenericMenu)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.OrthogonalizeMatrix(UnityEngine.Matrix4x4)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsMainAsset(UnityEngine.Object)">
			<summary>Is asset a main asset in the project window?</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsMainAsset(System.Int32)">
			<summary>Is asset a main asset in the project window?</summary>
		</member>
		<member name="T:UnityEditor.EditorStyles">
			<summary>Common GUIStyles used for EditorGUI controls.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.QuaternionNormalize(UnityEngine.Quaternion&)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsSubAsset(UnityEngine.Object)">
			<summary>Does the asset form part of another asset?</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsSubAsset(System.Int32)">
			<summary>Does the asset form part of another asset?</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GenerateUniqueAssetPath(System.String)">
			<summary>Creates a new unique path for an asset.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.QuaternionFromMatrix(UnityEngine.Matrix4x4)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.label">
			<summary>Style used for the labelled on all EditorGUI overloads that take a prefix label.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.StartAssetEditing()">
			<summary>Begin Asset importing. This lets you group several asset imports together into one larger import.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetQuatLog(UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.StopAssetEditing()">
			<summary>Stop Asset importing. This lets you group several asset imports together into one larger import.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetQuatExp(UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniLabel">
			<summary>Style for label with small font.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.largeLabel">
			<summary>Style for label with large font.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ValidateMoveAsset(System.String,System.String)">
			<summary>Checks if an asset file can be moved from one folder to another. (Without actually moving the file).</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetQuatSquad(System.Single,UnityEngine.Quaternion,UnityEngine.Quaternion,UnityEngine.Quaternion,UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.MoveAsset(System.String,System.String)">
			<summary>Move an asset file from one folder to another.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.GetSquadIntermediate(UnityEngine.Quaternion,UnityEngine.Quaternion,UnityEngine.Quaternion)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.boldLabel">
			<summary>Style for bold label.</summary>
		</member>
		<member name="T:UnityEditor.SaveType">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.RenameAsset(System.String,System.String)">
			<summary>Rename an asset file.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.Ease(System.Single,System.Single,System.Single)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniBoldLabel">
			<summary>Style for mini bold label.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.MoveAssetToTrash(System.String)">
			<summary>Moves the asset at path to the trash.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.Slerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.wordWrappedLabel">
			<summary>Style for word wrapped label.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.DeleteAsset(System.String)">
			<summary>Deletes the asset file at path.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.IntersectRayTriangle(UnityEngine.Ray,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Boolean)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.wordWrappedMiniLabel">
			<summary>Style for word wrapped mini label.</summary>
		</member>
		<member name="T:UnityEditor.ProjectWindowUtil">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MathUtils.ClosestPtSegmentRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Ray,System.Single&,System.Single&,UnityEngine.Vector3&)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ImportAsset(System.String,UnityEditor.ImportAssetOptions)">
			<summary>Import asset at path.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ImportAsset(System.String)">
			<summary>Import asset at path.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.IntersectRaySphere(UnityEngine.Ray,UnityEngine.Vector3,System.Single,System.Single&,UnityEngine.Vector3&)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.whiteLabel">
			<summary>Style for white label.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.CopyAsset(System.String,System.String)">
			<summary>Duplicates the asset at path and stores it at newPath.</summary>
		</member>
		<member name="M:UnityEditor.MathUtils.ClosestPtRaySphere(UnityEngine.Ray,UnityEngine.Vector3,System.Single,System.Single&,UnityEngine.Vector3&)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.whiteMiniLabel">
			<summary>Style for white mini label.</summary>
		</member>
		<member name="T:UnityEditor.SearchableEditorWindow">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.WriteImportSettingsIfDirty(System.String)">
			<summary>Writes the import settings to disk.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.whiteLargeLabel">
			<summary>Style for white large label.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.CreateAsset(UnityEngine.Object,System.String)">
			<summary>Creates a new asset at path.</summary>
		</member>
		<member name="M:UnityEditor.SearchableEditorWindow.OnEnable()">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.whiteBoldLabel">
			<summary>Style for white bold label.</summary>
		</member>
		<member name="M:UnityEditor.SearchableEditorWindow.OnDisable()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,System.String)">
			<summary>Adds objectToAdd to an existing asset at path.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,UnityEngine.Object)">
			<summary>Adds objectToAdd to an existing asset at path.</summary>
		</member>
		<member name="T:UnityEditor.AnimationClipCurveData">
			<summary>An AnimationClipCurveData object contains all the information needed to identify a specific curve in an AnimationClip. The curve animates a specific property of a component / material attached to a game object / animated bone.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipCurveData.path">
			<summary>The path of the game object / bone being animated.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetAssetPath(UnityEngine.Object)">
			<summary>Returns the path name relative to the project folder where the asset is stored.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetAssetPath(System.Int32)">
			<summary>Returns the path name relative to the project folder where the asset is stored.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.radioButton">
			<summary>Style used for a radio button.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniButton">
			<summary>Style used for a standalone small button.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetAssetOrScenePath(UnityEngine.Object)">
			<summary>Returns the path name relative to the project folder where the asset is stored.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipCurveData.type">
			<summary>The type of the component / material being animated.</summary>
		</member>
		<member name="T:UnityEditor.SceneModeUtility">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.AnimationClipCurveData.propertyName">
			<summary>The name of the property being animated.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetTextMetaDataPathFromAssetPath(System.String)">
			<summary>Gets the path to the text .meta file associated with an asset.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniButtonLeft">
			<summary>Style used for the leftmost button in a horizontal button group.</summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.GetSelectedObjectsOfType(UnityEngine.GameObject[]&,System.Type[])">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.AnimationClipCurveData.curve">
			<summary>The actual animation curve.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniButtonMid">
			<summary>Style used for the middle buttons in a horizontal group.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.LoadAssetAtPath(System.String,System.Type)">
			<summary>Returns the first asset object of type type at given path assetPath.</summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.SearchForType(System.Type)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniButtonRight">
			<summary>Style used for the rightmost button in a horizontal group.</summary>
		</member>
		<member name="T:UnityEditor.ObjectReferenceKeyframe">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.SearchBar(System.Type[])">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.textField">
			<summary>Style used for EditorGUI.TextField.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.LoadMainAssetAtPath(System.String)">
			<summary>Returns the main asset object at assetPath.</summary>
		</member>
		<member name="F:UnityEditor.ObjectReferenceKeyframe.time">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.StaticFlagField(System.String,UnityEditor.SerializedProperty,System.Int32)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.textArea">
			<summary>Style used for EditorGUI.TextArea.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(System.String)">
			<summary>Returns all asset representations at assetPath.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniTextField">
			<summary>Smaller text field.</summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.SetStaticFlags(UnityEngine.Object[],System.Int32,System.Boolean)">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.ObjectReferenceKeyframe.value">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.LoadAllAssetsAtPath(System.String)">
			<summary>Returns an array of all asset objects at assetPath.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.numberField">
			<summary>Style used for field editors for numbers.</summary>
		</member>
		<member name="M:UnityEditor.SceneModeUtility.GetObjects(UnityEngine.Object[],System.Boolean)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.EditorCurveBinding">
			<summary>Defines how a curve is attached to an object that it controls.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.popup">
			<summary>Style used for EditorGUI.Popup, EditorGUI.EnumPopup,.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.Refresh(UnityEditor.ImportAssetOptions)">
			<summary>Import any changed assets.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.Refresh()">
			<summary>Import any changed assets.</summary>
		</member>
		<member name="F:UnityEditor.EditorCurveBinding.path">
			<summary>The transform path of the object that is animated.</summary>
		</member>
		<member name="T:UnityEditor.CustomPropertyDrawer">
			<summary>Tells a custom PropertyDrawer or DecoratorDrawer which run-time Serializable class or PropertyAttribute it's a drawer for.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.objectField">
			<summary>Style used for headings for object fields.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32,System.Int32)">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32)">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object)">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object,System.Int32)">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object[])">
			<summary>Opens the asset with associated application.</summary>
		</member>
		<member name="F:UnityEditor.EditorCurveBinding.propertyName">
			<summary>The property of the object that is animated.</summary>
		</member>
		<member name="T:UnityEditor.DecoratorDrawer">
			<summary>Base class to derive custom decorator drawers from.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.objectFieldThumb">
			<summary>Style used for headings for the Select button in object fields.</summary>
		</member>
		<member name="P:UnityEditor.DecoratorDrawer.attribute">
			<summary>The PropertyAttribute for the decorator. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.AssetPathToGUID(System.String)">
			<summary>Get the GUID for the asset at path.</summary>
		</member>
		<member name="P:UnityEditor.EditorCurveBinding.isPPtrCurve">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.colorField">
			<summary>Style used for headings for Color fields.</summary>
		</member>
		<member name="M:UnityEditor.DecoratorDrawer.OnGUI(UnityEngine.Rect)">
			<summary>Override this method to make your own GUI for the decorator.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GUIDToAssetPath(System.String)">
			<summary>Translate a GUID to its current asset path.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.layerMaskField">
			<summary>Style used for headings for Layer masks.</summary>
		</member>
		<member name="P:UnityEditor.EditorCurveBinding.type">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.SaveAssets()">
			<summary>Writes all unsaved asset changes to disk.</summary>
		</member>
		<member name="M:UnityEditor.DecoratorDrawer.GetHeight()">
			<summary>Override this method to specify how tall the GUI for this decorator is in pixels.</summary>
		</member>
		<member name="M:UnityEditor.EditorCurveBinding.GetHashCode()">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toggle">
			<summary>Style used for headings for EditorGUI.Toggle.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetCachedIcon(System.String)">
			<summary>Retrieves an icon for the asset at the given asset path.</summary>
		</member>
		<member name="M:UnityEditor.EditorCurveBinding.Equals(System.Object)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.GUIDrawer">
			<summary>Base class for PropertyDrawer and DecoratorDrawer.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.foldout">
			<summary>Style used for headings for EditorGUI.Foldout.</summary>
		</member>
		<member name="T:UnityEditor.PropertyDrawer">
			<summary>Base class to derive custom property drawers from. Use this to create custom drawers for your own Serializable classes or for script variables with custom PropertyAttributes.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.SetLabels(UnityEngine.Object,System.String[])">
			<summary>Replaces that list of labels on an asset.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.foldoutPreDrop">
			<summary>Style used for headings for EditorGUI.Foldout.</summary>
		</member>
		<member name="P:UnityEditor.PropertyDrawer.attribute">
			<summary>The PropertyAttribute for the property. Not applicable for custom class drawers. (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toggleGroup">
			<summary>Style used for headings for EditorGUILayout.BeginToggleGroup.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetLabels(UnityEngine.Object)">
			<summary>Returns all labels attached to a given asset.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.standardFont">
			<summary>Standard font.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ClearLabels(UnityEngine.Object)">
			<summary>Removes all labels attached to an asset.</summary>
		</member>
		<member name="P:UnityEditor.PropertyDrawer.fieldInfo">
			<summary>The reflection FieldInfo for the member this property represents. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorCurveBinding.FloatCurve(System.String,System.Type,System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorCurveBinding.PPtrCurve(System.String,System.Type,System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.PropertyDrawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
			<summary>Override this method to make your own GUI for the property.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String)">
			<summary>Given an asset pathName, returns the list of all assets it depends on.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String[])">
			<summary>Given an asset pathName, returns the list of all assets it depends on.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.boldFont">
			<summary>Bold font.</summary>
		</member>
		<member name="M:UnityEditor.PropertyDrawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
			<summary>Override this method to specify how tall the GUI for this field is in pixels.</summary>
		</member>
		<member name="T:UnityEditor.AnimationClipSettings">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String,System.String)">
			<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String,System.String,UnityEditor.ExportPackageOptions)">
			<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String[],System.String,UnityEditor.ExportPackageOptions)">
			<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String[],System.String)">
			<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniFont">
			<summary>Mini font.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.startTime">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.ImportPackage(System.String,System.Boolean)">
			<summary>Imports package at packagePath into the current project.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.miniBoldFont">
			<summary>Mini Bold font.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.stopTime">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object)">
			<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String)">
			<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object,System.String&)">
			<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
		</member>
		<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String,System.String&)">
			<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.orientationOffsetY">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toolbar">
			<summary>Toolbar background from top of windows.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toolbarButton">
			<summary>Style for Button and Toggles in toolbars.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.level">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.InitializeOnLoadAttribute">
			<summary>Allow an editor class to be initialized when Unity loads without action from the user.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toolbarPopup">
			<summary>Toolbar Popup.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.cycleOffset">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.EditorGUI">
			<summary>These work pretty much like the normal GUI functions - and also have matching implementations in EditorGUILayout.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.loopTime">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toolbarDropDown">
			<summary>Toolbar Dropdown.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.toolbarTextField">
			<summary>Toolbar text field.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.loopBlend">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.BuildOptions">
			<summary>Building options. Multiple options can be combined together.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.inspectorDefaultMargins">
			<summary>Wrap content in a vertical group with this style to get the default margins used in the Inspector.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.loopBlendOrientation">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.BuildAssetBundleOptions">
			<summary>Asset Bundle building options.</summary>
		</member>
		<member name="T:UnityEditor.EditorGUILayout">
			<summary>Auto-layouted version of EditorGUI.</summary>
		</member>
		<member name="P:UnityEditor.EditorStyles.inspectorFullWidthMargins">
			<summary>Wrap content in a vertical group with this style to get full width margins in the Inspector.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.loopBlendPositionY">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.BuildPipeline">
			<summary>Lets you programmatically build players or AssetBundles which can be loaded from the web.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="P:UnityEditor.BuildPipeline.isBuildingPlayer">
			<summary>Is a player currently being built?</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.loopBlendPositionXZ">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a label field. (Useful for showing read-only info.)</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.keepOriginalOrientation">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.PushAssetDependencies()">
			<summary>Lets you manage cross-references and dependencies between different asset bundles and player builds.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.keepOriginalPositionY">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(System.String,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.PopAssetDependencies()">
			<summary>Lets you manage cross-references and dependencies between different asset bundles and player builds.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(System.String,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Toggle(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.keepOriginalPositionXZ">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildPlayer(System.String[],System.String,UnityEditor.BuildTarget,UnityEditor.BuildOptions)">
			<summary>Builds a player (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(System.String,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(System.String,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget)">
			<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
		</member>
		<member name="T:UnityEditor.PopupWindowContent">
			<summary>Class used to implement content for a popup window.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,UnityEditor.BuildOptions)">
			<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,System.UInt32&)">
			<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,System.UInt32&,UnityEditor.BuildOptions)">
			<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.heightFromFeet">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field.</summary>
		</member>
		<member name="T:UnityEditor.PopupWindow">
			<summary>Class used to display popup windows that inherit from PopupWindowContent.</summary>
		</member>
		<member name="F:UnityEditor.AnimationClipSettings.mirror">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextArea(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text area.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TextArea(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text area.</summary>
		</member>
		<member name="M:UnityEditor.PopupWindow.Show(UnityEngine.Rect,UnityEditor.PopupWindowContent)">
			<summary>Show a popup with the given PopupWindowContent.</summary>
		</member>
		<member name="M:UnityEditor.PopupWindow.Show(UnityEngine.Rect,UnityEditor.PopupWindowContent,UnityEditor.PopupLocationHelper/PopupLocation[])">
			<summary>Show a popup with the given PopupWindowContent.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,UnityEditor.BuildAssetBundleOptions)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
			<summary>Builds an asset bundle (Unity Pro only).</summary>
		</member>
		<member name="T:UnityEditor.AnimationUtility">
			<summary>Editor utility functions for modifying animation clips.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.SelectableLabel(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.SelectableLabel(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</summary>
		</member>
		<member name="F:UnityEditor.AnimationUtility.onCurveWasModified">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,UnityEditor.BuildAssetBundleOptions)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PasswordField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
			<summary>Builds an asset bundle, with custom names for the assets (Unity Pro only).</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimationClips(UnityEngine.Animation)">
			<summary>Returns the array of AnimationClips that are referenced in the Animation component.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimationClips(UnityEngine.GameObject)">
			<summary>Returns the array of AnimationClips that are referenced in the Animation component.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetAnimationClips(UnityEngine.Animation,UnityEngine.AnimationClip[])">
			<summary>Sets the array of AnimationClips to be referenced in the Animation component.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(System.String,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(System.String,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(UnityEngine.GUIContent,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.FloatField(UnityEngine.GUIContent,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering float values.</summary>
		</member>
		<member name="T:UnityEditor.BuildTarget">
			<summary>Target build platform.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimatableBindings(UnityEngine.GameObject,UnityEngine.GameObject)">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.BuildTarget.iPhone">
			<summary>Build an iPhone player.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetFloatValue(UnityEngine.GameObject,UnityEditor.EditorCurveBinding,System.Single&)">
			<summary>Retrieves the current float value by sampling a curve value on a specific game object.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field for entering integers.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetEditorCurveValueType(UnityEngine.GameObject,UnityEditor.EditorCurveBinding)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(System.String,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEngine.GUIContent,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="T:UnityEditor.CustomPreviewAttribute">
			<summary>Adds an extra preview in the Inspector for the specified type.</summary>
		</member>
		<member name="T:UnityEditor.BuildTargetGroup">
			<summary>Build target group.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetObjectReferenceValue(UnityEngine.GameObject,UnityEditor.EditorCurveBinding,UnityEngine.Object&)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(System.String,System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
		</member>
		<member name="T:UnityEditor.ObjectPreview">
			<summary>Base Class to derive from when creating Custom Previews.</summary>
		</member>
		<member name="F:UnityEditor.BuildTargetGroup.iPhone">
			<summary>Apple iOS target.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimatedObject(UnityEngine.GameObject,UnityEditor.EditorCurveBinding)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MinMaxSlider(System.Single&,System.Single&,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a special slider the user can use to specify a range between a min and a max.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MinMaxSlider(UnityEngine.GUIContent,System.Single&,System.Single&,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a special slider the user can use to specify a range between a min and a max.</summary>
		</member>
		<member name="P:UnityEditor.ObjectPreview.target">
			<summary>The object currently being previewed.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.PropertyModificationToEditorCurveBinding(UnityEditor.PropertyModification,UnityEngine.GameObject,UnityEditor.EditorCurveBinding&)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.Initialize(UnityEngine.Object[])">
			<summary>Called when the Preview get's created with the objects being previwed.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetCurveBindings(UnityEngine.AnimationClip)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.CallbackOrderAttribute">
			<summary>Smaller m_CallbackOrder values will be called first.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.String,System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(System.String,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a generic popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetObjectReferenceCurveBindings(UnityEngine.AnimationClip)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.MoveNextTarget()">
			<summary>Called to iterate through the targets, this will be used when previewing more than one target.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetObjectReferenceCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.ResetTarget()">
			<summary>Called to Reset the target before iterating through them.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.String,System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.String,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(UnityEngine.GUIContent,System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumPopup(UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an enum popup selection field.</summary>
		</member>
		<member name="T:UnityEditor.StaticEditorFlags">
			<summary>Static Editor Flags.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.HasPreviewGUI()">
			<summary>Wheather the current target can be previwed.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetEditorCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding)">
			<summary>Unity automatic combines position curves, scale curves, rotation curves internally.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,System.String[],System.Int32[],UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.String,System.Int32,System.String[],System.Int32[],UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.String,System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.GetPreviewTitle()">
			<summary>Override this method if you want to change the label of the Preview area.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetEditorCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEngine.AnimationCurve)">
			<summary>Adds an editor curve to the given clip.</summary>
		</member>
		<member name="T:UnityEditor.EditorApplication">
			<summary>Main Application class.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an integer popup selection field.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetObjectReferenceCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEditor.ObjectReferenceKeyframe[])">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.TagField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a tag selection field.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.projectWindowItemOnGUI">
			<summary>Delegate for OnGUI events for every visible list item in the ProjectWindow.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAllCurves(UnityEngine.AnimationClip)">
			<summary>Retrieves all curves from a specific animation clip.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.OnInteractivePreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAllCurves(UnityEngine.AnimationClip,System.Boolean)">
			<summary>Retrieves all curves from a specific animation clip.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetFloatValue(UnityEngine.GameObject,System.String,System.Type,System.String,System.Single&)">
			<summary>Retrieves the current float value by sampling a curve value on a specific game object.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetEditorCurve(UnityEngine.AnimationClip,System.String,System.Type,System.String,UnityEngine.AnimationCurve)">
			<summary>Adds an editor curve to the given clip.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetEditorCurve(UnityEngine.AnimationClip,System.String,System.Type,System.String)">
			<summary>Unity automatic combines position curves, scale curves, rotation curves internally.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.hierarchyWindowItemOnGUI">
			<summary>Delegate for OnGUI events for every visible list item in the HierarchyWindow.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.LayerField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a layer selection field.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.OnPreviewSettings()">
			<summary>Override this method if you want to show custom controls in the preview header.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.update">
			<summary>Delegate for generic updates.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimationEvents(UnityEngine.AnimationClip)">
			<summary>Retrieves all animation events associated with the animation clip.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(UnityEngine.GUIContent,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.GetInfoString()">
			<summary>Implement this method to show object information on top of the object preview.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.hierarchyWindowChanged">
			<summary>Each time an object is (or a group of objects are) created, renamed, parented, unparented or destroyed this callback is raised.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(System.String,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetAnimationEvents(UnityEngine.AnimationClip,UnityEngine.AnimationEvent[])">
			<summary>Replaces all animation events in the animation clip.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(UnityEngine.GUIContent,System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(System.String,System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.MaskField(System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a field for masks.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.DrawPreview(UnityEngine.Rect)">
			<summary>This is the first entry point for Preview Drawing.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.projectWindowChanged">
			<summary>Callback raised whenever the state of the Project window changes.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.CalculateTransformPath(UnityEngine.Transform,UnityEngine.Transform)">
			<summary>Calculates path from root transform to target transform.</summary>
		</member>
		<member name="M:UnityEditor.ObjectPreview.DrawPreview(UnityEditor.IPreviewable,UnityEngine.Rect,UnityEngine.Object[])">
			<summary>This is the first entry point for Preview Drawing.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.String,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(UnityEngine.GUIContent,System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.String,System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.Enum,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for enum based masks.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.GetAnimationClipSettings(UnityEngine.AnimationClip)">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.searchChanged">
			<summary>Callback raised whenever the contents of a window's search box are changed.</summary>
		</member>
		<member name="T:UnityEditor.Editor">
			<summary>Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.modifierKeysChanged">
			<summary>Delegate for changed keyboard modifier keys.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.IsValidPolynomialCurve(UnityEngine.AnimationCurve)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(System.String,UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(System.String,UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.GUIContent,UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.GUIContent,UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.ConstrainToPolynomialCurve(UnityEngine.AnimationCurve)">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.EditorApplication.playmodeStateChanged">
			<summary>Delegate for play mode state changes.</summary>
		</member>
		<member name="P:UnityEditor.Editor.target">
			<summary>The object being inspected.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Vector2Field(System.String,UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
			<summary>Make an X &amp; Y field for entering a Vector2.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Vector2Field(UnityEngine.GUIContent,UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
			<summary>Make an X &amp; Y field for entering a Vector2.</summary>
		</member>
		<member name="M:UnityEditor.AnimationUtility.SetAnimationType(UnityEngine.AnimationClip,UnityEditor.ModelImporterAnimationType)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Vector3Field(System.String,UnityEngine.Vector3,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y &amp; Z field for entering a Vector3.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Vector3Field(UnityEngine.GUIContent,UnityEngine.Vector3,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y &amp; Z field for entering a Vector3.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.currentScene">
			<summary>The path of the scene that the user has currently open (Will be an empty string if no scene is currently open). (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.Editor.targets">
			<summary>An array of all the object being inspected.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Vector4Field(System.String,UnityEngine.Vector4,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y, Z &amp; W field for entering a Vector4.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.isPlaying">
			<summary>Is editor currently in play mode?</summary>
		</member>
		<member name="T:UnityEditor.AnimationMode">
			<summary>AnimationMode is used by the AnimationWindow to store properties modifed by the AnimationClip playback.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode">
			<summary>Is editor either currently in play mode, or about to switch to it? (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.RectField(UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.RectField(System.String,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.RectField(UnityEngine.GUIContent,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
		</member>
		<member name="P:UnityEditor.Editor.serializedObject">
			<summary>A SerializedObject representing the object or objects being inspected.</summary>
		</member>
		<member name="P:UnityEditor.AnimationMode.animatedPropertyColor">
			<summary>The color used to show that a property is currently being animated.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.isPaused">
			<summary>Is editor currently paused?</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.IsPropertyAnimated(UnityEngine.Object,System.String)">
			<summary>Is the specified property currently in animation mode and being animated?</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BoundsField(UnityEngine.Bounds,UnityEngine.GUILayoutOption[])">
			<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BoundsField(System.String,UnityEngine.Bounds,UnityEngine.GUILayoutOption[])">
			<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BoundsField(UnityEngine.GUIContent,UnityEngine.Bounds,UnityEngine.GUILayoutOption[])">
			<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
		</member>
		<member name="M:UnityEditor.Editor.DrawHeader()">
			<summary>Call this function to draw the header of the editor.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.isCompiling">
			<summary>Is editor currently compiling scripts? (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.StopAnimationMode()">
			<summary>Stops Animation mode, reverts all properties that were animated in animation mode.</summary>
		</member>
		<member name="M:UnityEditor.Editor.DrawPreview(UnityEngine.Rect)">
			<summary>The first entry point for Preview Drawing.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ColorField(UnityEngine.Color,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for selecting a Color.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ColorField(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for selecting a Color.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ColorField(UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for selecting a Color.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.InAnimationMode()">
			<summary>Are we currently in AnimationMode.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.isUpdating">
			<summary>Is editor currently updating? (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.applicationContentsPath">
			<summary>Path to the Unity editor contents folder. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(System.String,UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.StartAnimationMode()">
			<summary>Starts the animation mode.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.GUIContent,UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="M:UnityEditor.Editor.UseDefaultMargins()">
			<summary>Override this method in subclasses to return false if you don't want default margins.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(System.String,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.GUIContent,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for editing an AnimationCurve.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.BeginSampling()">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.applicationPath">
			<summary>Returns the path to the Unity editor application. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.InspectorTitlebar(System.Boolean,UnityEngine.Object)">
			<summary>Make an inspector-window-like titlebar.</summary>
		</member>
		<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object)">
			<summary>Make a custom editor for obj or objects.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.InspectorTitlebar(System.Boolean,UnityEngine.Object[])">
			<summary>Make an inspector-window-like titlebar.</summary>
		</member>
		<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object,System.Type)">
			<summary>Make a custom editor for obj or objects.</summary>
		</member>
		<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object[],System.Type)">
			<summary>Make a custom editor for obj or objects.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a field to receive any object type.</summary>
		</member>
		<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object[])">
			<summary>Make a custom editor for obj or objects.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.EndSampling()">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorApplication.timeSinceStartup">
			<summary>The time since the editor was started. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.Editor.DrawDefaultInspector()">
			<summary>Draw the built-in inspector.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.SampleAnimationClip(UnityEngine.GameObject,UnityEngine.AnimationClip,System.Single)">
			<summary>Samples an AnimationClip on the object and also records any modified properties in AnimationMode.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.NewScene()">
			<summary>Create a new scene.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.HelpBox(System.String,UnityEditor.MessageType)">
			<summary>Make a help box with a message to the user.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.HelpBox(System.String,UnityEditor.MessageType,System.Boolean)">
			<summary>Make a help box with a message to the user.</summary>
		</member>
		<member name="M:UnityEditor.Editor.OnInspectorGUI()">
			<summary>Implement this function to make a custom inspector.</summary>
		</member>
		<member name="M:UnityEditor.AnimationMode.AddPropertyModification(UnityEditor.EditorCurveBinding,UnityEditor.PropertyModification,System.Boolean)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.OpenScene(System.String)">
			<summary>Opens the scene at path.</summary>
		</member>
		<member name="M:UnityEditor.Editor.RequiresConstantRepaint()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Space()">
			<summary>Make a small space between the previous control and the following.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.OpenSceneAdditive(System.String)">
			<summary>Opens the scene at path additively.</summary>
		</member>
		<member name="T:UnityEditor.RemoveAssetOptions">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Editor.Repaint()">
			<summary>Repaint any inspectors that shows this editor.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.SaveScene(System.String,System.Boolean)">
			<summary>Save the open scene.</summary>
		</member>
		<member name="M:UnityEditor.Editor.HasPreviewGUI()">
			<summary>Override this method in subclasses if you implement OnPreviewGUI.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.SaveScene(System.String)">
			<summary>Save the open scene.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginToggleGroup(System.String,System.Boolean)">
			<summary>Begin a vertical group with a toggle to enable or disable all the controls within at once.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.SaveScene()">
			<summary>Save the open scene.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginToggleGroup(UnityEngine.GUIContent,System.Boolean)">
			<summary>Begin a vertical group with a toggle to enable or disable all the controls within at once.</summary>
		</member>
		<member name="T:UnityEditor.ImportAssetOptions">
			<summary>Asset importing options.</summary>
		</member>
		<member name="M:UnityEditor.Editor.GetPreviewTitle()">
			<summary>Override this method if you want to change the label of the Preview area.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.SaveCurrentSceneIfUserWantsTo()">
			<summary>Ask the user if he wants to save the open scene.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndToggleGroup()">
			<summary>Close a group started with BeginToggleGroup.</summary>
		</member>
		<member name="M:UnityEditor.Editor.RenderStaticPreview(System.String,UnityEngine.Object[],System.Int32,System.Int32)">
			<summary>Override this method if you want to render a static preview that shows.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.OpenProject(System.String,System.String[])">
			<summary>Open another project.</summary>
		</member>
		<member name="T:UnityEditor.HandleUtility">
			<summary>Helper functions for Scene View style 3D GUI.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUILayoutOption[])">
			<summary>Begin a horizontal group and get its rect back.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a horizontal group and get its rect back.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a horizontal group and get its rect back.</summary>
		</member>
		<member name="M:UnityEditor.Editor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.SaveAssets()">
			<summary>Saves all serializable assets that have not yet been written to disk (eg. Materials).</summary>
		</member>
		<member name="M:UnityEditor.Editor.OnInteractivePreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndHorizontal()">
			<summary>Close a group started with BeginHorizontal.</summary>
		</member>
		<member name="P:UnityEditor.HandleUtility.acceleration">
			<summary>Get standard acceleration for dragging values (Read Only).</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.Step()">
			<summary>Perform a single frame step.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical group and get its rect back.</summary>
		</member>
		<member name="M:UnityEditor.Editor.OnPreviewSettings()">
			<summary>Override this method if you want to show custom controls in the preview header.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical group and get its rect back.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical group and get its rect back.</summary>
		</member>
		<member name="P:UnityEditor.HandleUtility.niceMouseDelta">
			<summary>Get nice mouse delta to use for dragging a float value (Read Only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndVertical()">
			<summary>Close a group started with BeginVertical.</summary>
		</member>
		<member name="M:UnityEditor.Editor.GetInfoString()">
			<summary>Implement this method to show asset information on top of the asset preview.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.LockReloadAssemblies()">
			<summary>Prevents loading of assemblies when it is inconvenient.</summary>
		</member>
		<member name="P:UnityEditor.HandleUtility.niceMouseDeltaZoom">
			<summary>Get nice mouse delta to use for zooming (Read Only).</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.ExecuteMenuItem(System.String)">
			<summary>Invokes the menu item in the specified path.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically layouted scrollview.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.CalcLineTranslation(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Map a mouse drag onto a movement along a line in 3D space.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndScrollView()">
			<summary>Ends a scrollview started with a call to BeginScrollView.</summary>
		</member>
		<member name="T:UnityEditor.MaterialEditor">
			<summary>The Unity Material Editor.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.UnlockReloadAssemblies()">
			<summary>Must be called after LockReloadAssemblies, to reenable loading of assemblies.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndScrollView(System.Boolean)">
			<summary>Ends a scrollview started with a call to BeginScrollView.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PointOnLineParameter(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns the parameter for the projection of the point on the given line.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.ProjectPointLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Project point onto a line.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for SerializedProperty.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.Exit(System.Int32)">
			<summary>Exit the Unity editor application.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for SerializedProperty.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for SerializedProperty.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Make a field for SerializedProperty.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistancePointLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Calculate distance between a point and a line.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.RepaintProjectWindow()">
			<summary>Can be used to ensure repaint of the ProjectWindow.</summary>
		</member>
		<member name="T:UnityEditor.MaterialPropertyDrawer">
			<summary>Base class to derive custom material property drawers from.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.GetControlRect(UnityEngine.GUILayoutOption[])">
			<summary>Get a rect for an Editor control.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Get a rect for an Editor control.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Get a rect for an Editor control.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Get a rect for an Editor control.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.RepaintAnimationWindow()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MaterialPropertyDrawer.OnGUI(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,UnityEditor.MaterialEditor)">
			<summary>Override this method to make your own GUI for the property.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistancePointBezier(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Calculate distance between a point and a Bezier curve.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.BeginFadeGroup(System.Single)">
			<summary>Begins a group that can be be hidden/shown and the transition will be animated.</summary>
		</member>
		<member name="M:UnityEditor.MaterialPropertyDrawer.GetPropertyHeight(UnityEditor.MaterialProperty,System.String,UnityEditor.MaterialEditor)">
			<summary>Override this method to specify how tall the GUI for this property is in pixels.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.RepaintHierarchyWindow()">
			<summary>Can be used to ensure repaint of the HierarchyWindow.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToLine(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Pixel distance from mouse pointer to line.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.EndFadeGroup()">
			<summary>Closes a group started with BeginFadeGroup.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.DirtyHierarchyWindowSorting()">
			<summary>Set the hierarchy sorting method as dirty.</summary>
		</member>
		<member name="M:UnityEditor.MaterialPropertyDrawer.Apply(UnityEditor.MaterialProperty)">
			<summary>Apply extra initial values to the material.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToCircle(UnityEngine.Vector3,System.Single)">
			<summary>Pixel distance from mouse pointer to camera facing circle.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,System.String)">
			<summary>Make a label with a foldout arrow to the left of it.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,System.String,UnityEngine.GUIStyle)">
			<summary>Make a label with a foldout arrow to the left of it.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,UnityEngine.GUIContent)">
			<summary>Make a label with a foldout arrow to the left of it.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make a label with a foldout arrow to the left of it.</summary>
		</member>
		<member name="M:UnityEditor.EditorApplication.Beep()">
			<summary>Plays system beep sound.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToRectangle(UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
			<summary>Pixel distance from mouse pointer to a rectangle on screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String,UnityEngine.GUIStyle)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
			<summary>Make a label in front of some control.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistancePointToLine(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Distance from a point p in 2d to a line defined by two points a and b.</summary>
		</member>
		<member name="T:UnityEditor.EditorGUIUtility">
			<summary>Miscellaneous helper stuff for EditorGUI.</summary>
		</member>
		<member name="T:UnityEditor.CanEditMultipleObjects">
			<summary>Attribute used to make a custom editor support multi-object editing.</summary>
		</member>
		<member name="T:UnityEditor.FileUtil">
			<summary>Lets you do move, copy, delete operations over files or directories.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistancePointToLineSegment(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Distance from a point p in 2d to a line segment defined by two points a and b.</summary>
		</member>
		<member name="T:UnityEditor.ReplacePrefabOptions">
			<summary>Flags for the PrefabUtility.ReplacePrefab function.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.singleLineHeight">
			<summary>Get the height used for a single Editor control such as a one-line EditorGUI.TextField or EditorGUI.Popup.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Pixel distance from mouse pointer to a 3D disc.</summary>
		</member>
		<member name="T:UnityEditor.GameObjectUtility">
			<summary>GameObject utility functions.</summary>
		</member>
		<member name="T:UnityEditor.PrefabType">
			<summary>The type of a prefab object as returned by EditorUtility.GetPrefabType.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.standardVerticalSpacing">
			<summary>Get the height used by default for vertical spacing between controls.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.ClosestPointToDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Get the point on an disc (in 3D space) which is closest to the current mouse position.</summary>
		</member>
		<member name="T:UnityEditor.PropertyModification">
			<summary>Defines a single modified property.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.isProSkin">
			<summary>Is the user currently using the pro skin? (Read Only)</summary>
		</member>
		<member name="T:UnityEditor.MaterialProperty">
			<summary>Describes information and value of a single shader property.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
			<summary>Pixel distance from mouse pointer to a 3D section of a disc.</summary>
		</member>
		<member name="F:UnityEditor.PropertyModification.target">
			<summary>Object that will be modified.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.whiteTexture">
			<summary>Get a white texture.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.ClosestPointToArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
			<summary>Get the point on an arc (in 3D space) which is closest to the current mouse position.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.targets">
			<summary>Material objects being edited by this property (Read Only).</summary>
		</member>
		<member name="F:UnityEditor.PropertyModification.propertyPath">
			<summary>Property path of the property being modified (Matches as SerializedProperty.propertyPath).</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.editingTextField">
			<summary>Is a text field currently editing text?</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.DistanceToPolyLine(UnityEngine.Vector3[])">
			<summary>Pixel distance from mouse pointer to a polyline.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.type">
			<summary>Type of the property (Read Only).</summary>
		</member>
		<member name="F:UnityEditor.PropertyModification.value">
			<summary>The value being applied.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.hierarchyMode">
			<summary>Is the Editor GUI is hierarchy mode?</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.ClosestPointToPolyLine(UnityEngine.Vector3[])">
			<summary>Get the point on a polyline (in 3D space) which is closest to the current mouse position.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.name">
			<summary>Name of the property (Read Only).</summary>
		</member>
		<member name="F:UnityEditor.PropertyModification.objectReference">
			<summary>The value being applied when it is a object reference (which can not be represented as a string).</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.displayName">
			<summary>Display name of the property (Read Only).</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.AddControl(System.Int32,System.Single)">
			<summary>Record a distance measurement from a handle.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.wideMode">
			<summary>Is the Editor GUI currently in wide mode?</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.AddDefaultControl(System.Int32)">
			<summary>Add the ID for a default control. This will be picked if nothing else is.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.currentViewWidth">
			<summary>The width of the GUI area for the current EditorWindow or other view.</summary>
		</member>
		<member name="T:UnityEditor.PrefabUtility">
			<summary>Utility class for any prefab related operations.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.flags">
			<summary>Flags that control how property is displayed (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.textureDimension">
			<summary>Texture dimension (2D, Cubemap etc.) of the property (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.labelWidth">
			<summary>The width in pixels reserved for labels of Editor GUI controls.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.GetPrefabParent(UnityEngine.Object)">
			<summary>Returns the GameObject parent of source, or null if it can't be found.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.GetHandleSize(UnityEngine.Vector3)">
			<summary>Get world space size of a manipulator handle at given position.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.GetPrefabObject(UnityEngine.Object)">
			<summary>Retrieves the enclosing prefab for any object contained within.</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.fieldWidth">
			<summary>The minimum width in pixels reserved for the fields of Editor GUI controls.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.WorldToGUIPoint(UnityEngine.Vector3)">
			<summary>Convert world space point to a 2D GUI position.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.rangeLimits">
			<summary>Min/max limits of a ranged float property (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.hasMixedValue">
			<summary>Does this property have multiple different values? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.EditorGUIUtility.systemCopyBuffer">
			<summary>The system copy buffer.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.GetPropertyModifications(UnityEngine.Object)">
			<summary>Extract all modifications that are applied to the prefab instance compared to the parent prefab.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.GUIPointToWorldRay(UnityEngine.Vector2)">
			<summary>Convert 2D GUI position to a world space ray.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.SetPropertyModifications(UnityEngine.Object,UnityEditor.PropertyModification[])">
			<summary>Assigns all modifications that are applied to the prefab instance compared to the parent prefab.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.WorldPointToSizedRect(UnityEngine.Vector3,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Calculate a rectangle to display a 2D GUI element near a projected point in 3D space.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.applyPropertyCallback">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.IconContent(System.String)">
			<summary>Fetch the GUIContent from the Unity builtin resources with the given name.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.IconContent(System.String,System.String)">
			<summary>Fetch the GUIContent from the Unity builtin resources with the given name.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PickRectObjects(UnityEngine.Rect)">
			<summary>Pick GameObjects that lie within a specified screen rectangle.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PickRectObjects(UnityEngine.Rect,System.Boolean)">
			<summary>Pick GameObjects that lie within a specified screen rectangle.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.InstantiateAttachedAsset(UnityEngine.Object)">
			<summary>Instantiate an asset that is referenced by a prefab and use it on the prefab instance.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.colorValue">
			<summary>Color value of the property.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.ObjectContent(UnityEngine.Object,System.Type)">
			<summary>Return a GUIContent object with the name and icon of an Object.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(UnityEngine.Object)">
			<summary>Force record property modifications by comparing against the parent prefab.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.vectorValue">
			<summary>Vector value of the property.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PickGameObject(UnityEngine.Vector2,System.Boolean)">
			<summary>Pick game object closest to specified position.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.MergeAllPrefabInstances(UnityEngine.Object)">
			<summary>Force re-merging all prefab instances of this prefab.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.floatValue">
			<summary>Float vaue of the property.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.HasObjectThumbnail(System.Type)">
			<summary>Does a given class have per-object thumbnails?</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PushCamera(UnityEngine.Camera)">
			<summary>Store all camera settings.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.textureValue">
			<summary>Texture value of the property.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.SetIconSize(UnityEngine.Vector2)">
			<summary>Set icons rendered as part of GUIContent to be rendered at a specific size.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.DisconnectPrefabInstance(UnityEngine.Object)">
			<summary>Disconnects the prefab instance from its parent prefab.</summary>
		</member>
		<member name="P:UnityEditor.MaterialProperty.textureScaleAndOffset">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.InstantiatePrefab(UnityEngine.Object)">
			<summary>Instantiates the given prefab.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.PopCamera(UnityEngine.Camera)">
			<summary>Retrieve all camera settings.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.CreateEmptyPrefab(System.String)">
			<summary>Creates an empty prefab at given path.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.GetIconSize()">
			<summary>Get the size that has been set using SetIconSize.</summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.RaySnap(UnityEngine.Ray)">
			<summary>Casts ray against the scene and report if an object lies in its path.</summary>
		</member>
		<member name="M:UnityEditor.MaterialProperty.ReadFromMaterialPropertyBlock(UnityEngine.MaterialPropertyBlock)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MaterialProperty.WriteToMaterialPropertyBlock(UnityEngine.MaterialPropertyBlock,System.Int32)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.HandleUtility.Repaint()">
			<summary>Repaint the current view.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.CreatePrefab(System.String,UnityEngine.GameObject,UnityEditor.ReplacePrefabOptions)">
			<summary>Creates a prefab from a game object hierarchy.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.CreatePrefab(System.String,UnityEngine.GameObject)">
			<summary>Creates a prefab from a game object hierarchy.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.FindTexture(System.String)">
			<summary>Get a texture from its source filename.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.GetBuiltinSkin(UnityEditor.EditorSkin)">
			<summary>Get one of the built-in GUI skins, which can be the game view, inspector or scene view skin as chosen by the parameter.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.ReplacePrefab(UnityEngine.GameObject,UnityEngine.Object,UnityEditor.ReplacePrefabOptions)">
			<summary>Replaces the targetPrefab with a copy of the game object hierarchy go.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.ReplacePrefab(UnityEngine.GameObject,UnityEngine.Object)">
			<summary>Replaces the targetPrefab with a copy of the game object hierarchy go.</summary>
		</member>
		<member name="T:UnityEditor.EditorBehaviorMode">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.LoadRequired(System.String)">
			<summary>Load a built-in resource that has to be there.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.FindRootGameObjectWithSameParentPrefab(UnityEngine.GameObject)">
			<summary>Returns the topmost game object that has the same prefab parent as target.</summary>
		</member>
		<member name="T:UnityEditor.BaseHierarchySort">
			<summary>The base class used to create new sorting.</summary>
		</member>
		<member name="T:UnityEditor.SpritePackerMode">
			<summary>Sprite Packer mode for the current project.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.Load(System.String)">
			<summary>Load a built-in resource.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.FindValidUploadPrefabInstanceRoot(UnityEngine.GameObject)">
			<summary>Returns root game object of the prefab instance if that root prefab instance is a parent of the prefab.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.Load(System.String,System.Type)">
			<summary>Load a built-in resource.</summary>
		</member>
		<member name="P:UnityEditor.BaseHierarchySort.content">
			<summary>The content to display to quickly identify the hierarchy's mode.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.ReconnectToLastPrefab(UnityEngine.GameObject)">
			<summary>Connects the game object to the prefab that it was last connected to.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.PingObject(UnityEngine.Object)">
			<summary>Ping an object in a window like clicking it in an inspector.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.PingObject(System.Int32)">
			<summary>Ping an object in a window like clicking it in an inspector.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.ResetToPrefabState(UnityEngine.Object)">
			<summary>Resets the properties of the component or game object to the parent prefab state.</summary>
		</member>
		<member name="M:UnityEditor.BaseHierarchySort.Compare(UnityEngine.GameObject,UnityEngine.GameObject)">
			<summary>The sorting method used to determine the order of GameObjects.</summary>
		</member>
		<member name="T:UnityEditor.EditorWindow">
			<summary>Derive from this class to create an editor window.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.IsComponentAddedToPrefabInstance(UnityEngine.Object)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.RenderGameViewCameras(UnityEngine.Rect,System.Boolean,System.Boolean)">
			<summary>Render all ingame cameras.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.RenderGameViewCameras(UnityEngine.Rect,UnityEngine.Rect,System.Boolean,System.Boolean)">
			<summary>Render all ingame cameras.</summary>
		</member>
		<member name="T:UnityEditor.TransformSort">
			<summary>Is the default sorting method used by the hierarchy.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.wantsMouseMove">
			<summary>Does the GUI in this editor window want MouseMove events?</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.RevertPrefabInstance(UnityEngine.GameObject)">
			<summary>Resets the properties of all objects in the prefab, including child game objects and components that were added to the prefab instance.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.QueueGameViewInputEvent(UnityEngine.Event)">
			<summary>Send an input event into the game.</summary>
		</member>
		<member name="P:UnityEditor.TransformSort.content">
			<summary>Content to visualize the transform sorting method.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.autoRepaintOnSceneChange">
			<summary>Does the window automatically repaint whenever the scene has changed?</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.GetPrefabType(UnityEngine.Object)">
			<summary>Given an object, returns its prefab type (None, if it's not a prefab).</summary>
		</member>
		<member name="T:UnityEditor.AlphabeticalSort">
			<summary>Hierarchy sort method to allow for items and their children to be sorted alphabetically.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.LookLikeControls(System.Single)">
			<summary>Make all EditorGUI look like regular controls.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.LookLikeControls()">
			<summary>Make all EditorGUI look like regular controls.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.LookLikeControls(System.Single,System.Single)">
			<summary>Make all EditorGUI look like regular controls.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.maximized">
			<summary>Is this window maximized.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.CommandEvent(System.String)">
			<summary>Creates an event.</summary>
		</member>
		<member name="M:UnityEditor.PrefabUtility.FindPrefabRoot(UnityEngine.GameObject)">
			<summary>Helper function to find the prefab root of an object (used for picking niceness).</summary>
		</member>
		<member name="P:UnityEditor.AlphabeticalSort.content">
			<summary>Content to visualize the alphabetical sorting method.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.focusedWindow">
			<summary>The EditorWindow which currently has keyboard focus. (Read Only)</summary>
		</member>
		<member name="T:UnityEditor.Undo">
			<summary>Lets you register undo operations on specific objects you are about to perform changes on.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawColorSwatch(UnityEngine.Rect,UnityEngine.Color)">
			<summary>Draw a color swatch.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawColorSwatch(UnityEngine.Rect,UnityEngine.Color,System.Boolean)">
			<summary>Draw a color swatch.</summary>
		</member>
		<member name="M:UnityEditor.AlphabeticalSort.Compare(UnityEngine.GameObject,UnityEngine.GameObject)">
			<summary>Sort the gameobjects by name.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.mouseOverWindow">
			<summary>The EditorWindow currently under the mouse cursor. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawCurveSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color)">
			<summary>Draw a curve swatch.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawCurveSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)">
			<summary>Draw a curve swatch.</summary>
		</member>
		<member name="F:UnityEditor.Undo.undoRedoPerformed">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.minSize">
			<summary>The minimum size of this window.</summary>
		</member>
		<member name="F:UnityEditor.Undo.postprocessModifications">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawRegionSwatch(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)">
			<summary>Draw swatch with a filled region between two SerializedProperty curves.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.DrawRegionSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)">
			<summary>Draw swatch with a filled region between two SerializedProperty curves.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.maxSize">
			<summary>The maximum size of this window.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.RGBToHSV(UnityEngine.Color,System.Single&,System.Single&,System.Single&)">
			<summary>Convert a color from RGB to HSV color space.</summary>
		</member>
		<member name="T:UnityEditor.CurveWrapper/SelectionMode">
			<summary>SelectionMode can be used to tweak the selection returned by Selection.GetTransforms.</summary>
		</member>
		<member name="M:UnityEditor.Undo.RegisterCompleteObjectUndo(UnityEngine.Object,System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.RegisterCompleteObjectUndo(UnityEngine.Object[],System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.title">
			<summary>The title of this window.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.HSVToRGB(System.Single,System.Single,System.Single)">
			<summary>Convert a set of HSV values to an RGB Color.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.depthBufferBits">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.SetTransformParent(UnityEngine.Transform,UnityEngine.Transform,System.String)">
			<summary>Sets the parent of transform to the new parent and records an undo operation.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.AddCursorRect(UnityEngine.Rect,UnityEditor.MouseCursor)">
			<summary>Add a custom mouse pointer to a control.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.AddCursorRect(UnityEngine.Rect,UnityEditor.MouseCursor,System.Int32)">
			<summary>Add a custom mouse pointer to a control.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.antiAlias">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.RegisterCreatedObjectUndo(UnityEngine.Object,System.String)">
			<summary>Register an undo operations for a newly created object.</summary>
		</member>
		<member name="M:UnityEditor.Undo.DestroyObjectImmediate(UnityEngine.Object)">
			<summary>Destroys the object and records an undo operation so that it can be recreated.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.ShowObjectPicker(UnityEngine.Object,System.Boolean,System.String,System.Int32)">
			<summary>Show the object picker from code.</summary>
		</member>
		<member name="P:UnityEditor.EditorWindow.position">
			<summary>The position of the window in screen space.</summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.GetObjectPickerObject()">
			<summary>The object currently selected in the object picker.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.BeginWindows()">
			<summary>Mark the beginning area of all popup windows.</summary>
		</member>
		<member name="M:UnityEditor.Undo.AddComponent(UnityEngine.GameObject,System.Type)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.AddComponent(UnityEngine.GameObject)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.RegisterFullObjectHierarchyUndo(UnityEngine.Object,System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorGUIUtility.GetObjectPickerControlID()">
			<summary>The controlID of the currently showing object picker.</summary>
		</member>
		<member name="T:UnityEditor.Handles">
			<summary>Custom 3D GUI controls and drawing in the scene view.</summary>
		</member>
		<member name="M:UnityEditor.Undo.RegisterFullObjectHierarchyUndo(UnityEngine.Object)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.EndWindows()">
			<summary>Close a window group started with EditorWindow.BeginWindows.</summary>
		</member>
		<member name="T:UnityEditor.MessageType">
			<summary>User message types.</summary>
		</member>
		<member name="M:UnityEditor.Undo.RecordObject(UnityEngine.Object,System.String)">
			<summary>Records any changes done on the object after the RecordObject function.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowNotification(UnityEngine.GUIContent)">
			<summary>Show a notification message.</summary>
		</member>
		<member name="M:UnityEditor.Undo.RecordObjects(UnityEngine.Object[],System.String)">
			<summary>Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times.</summary>
		</member>
		<member name="T:UnityEditor.Handles/FilterMode">
			<summary>Filtering mode for textures. Corresponds to the settings in a texture inspector.</summary>
		</member>
		<member name="T:UnityEditor.EditorSkin">
			<summary>Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.RemoveNotification()">
			<summary>Stop showing notification message.</summary>
		</member>
		<member name="M:UnityEditor.Undo.ClearUndo(UnityEngine.Object)">
			<summary>Removes aall Undo operation for the identifier object registered using Undo.RegisterCompleteObjectUndo from the undo stack.</summary>
		</member>
		<member name="T:UnityEditor.MouseCursor">
			<summary>Custom mouse cursor shapes used with EditorGUIUtility.AddCursorRect.</summary>
		</member>
		<member name="T:UnityEditor.XboxBuildSubtarget">
			<summary>Target Xbox build type.</summary>
		</member>
		<member name="M:UnityEditor.Undo.PerformUndo()">
			<summary>Perform an Redo operation.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowTab()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.Focus()">
			<summary>Moves keyboard focus to this EditorWindow.</summary>
		</member>
		<member name="T:UnityEditor.XboxRunMethod">
			<summary>Xbox 360 run method.</summary>
		</member>
		<member name="M:UnityEditor.Undo.PerformRedo()">
			<summary>Perform an Redo operation.</summary>
		</member>
		<member name="T:UnityEditor.DrawCameraMode">
			<summary>Drawing modes for Handles.DrawCamera.</summary>
		</member>
		<member name="T:UnityEditor.XboxOneRunMethod">
			<summary>Select Xbox One Run Method.</summary>
		</member>
		<member name="M:UnityEditor.Undo.IncrementCurrentGroup()">
			<summary>Unity automatically groups undo operations by the current group index.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowUtility()">
			<summary>Show the EditorWindow as a floating utility window.</summary>
		</member>
		<member name="T:UnityEditor.IconDrawStyle">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.GetCurrentGroup()">
			<summary>Unity automatically groups undo operations by the current group index.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowPopup()">
			<summary>Used for popup style windows.</summary>
		</member>
		<member name="T:UnityEditor.AndroidBuildSubtarget">
			<summary>Target Android build platform.</summary>
		</member>
		<member name="T:UnityEditor.AssetMoveResult">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.RevertAllInCurrentGroup()">
			<summary>Performs the last undo operation but does not record a redo operation.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowAsDropDown(UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowAsDropDown(UnityEngine.Rect,UnityEngine.Vector2,UnityEditor.PopupLocationHelper/PopupLocation[])">
			<summary>Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having.</summary>
		</member>
		<member name="T:UnityEditor.FlashBuildSubtarget">
			<summary>Target Flash build player.</summary>
		</member>
		<member name="T:UnityEditor.AssetDeleteResult">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.RevertAllDownToGroup(System.Int32)">
			<summary>Performs all undo operations up to the group index without storing a redo operation in the process.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.Show()">
			<summary>Show the EditorWindow.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.Show(System.Boolean)">
			<summary>Show the EditorWindow.</summary>
		</member>
		<member name="T:UnityEditor.MetroSDK">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.CollapseUndoOperations(System.Int32)">
			<summary>Collapses all undo operation up to group index together into one step.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.ShowAuxWindow()">
			<summary>Show the editor window in the auxiliary window.</summary>
		</member>
		<member name="T:UnityEditor.MonoImporter">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Undo.FlushUndoRecordObjects()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.SetDefaultReferences(System.String[],UnityEngine.Object[])">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.BlackBerryBuildSubtarget">
			<summary>Texture Compression Types.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean,System.String)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean,System.String,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow()">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean,System.String)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.String)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean,System.String,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type[])">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Type[])">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Boolean,System.Type[])">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.GetAllRuntimeMonoScripts()">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.BlackBerryBuildType">
			<summary>Build types available for BlackBerry.</summary>
		</member>
		<member name="T:UnityEditor.UndoPropertyModification">
			<summary>See Also: Undo.postprocessModifications.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.FocusWindowIfItsOpen(System.Type)">
			<summary>Focuses the first found EditorWindow of specified type if it is open.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.FocusWindowIfItsOpen()">
			<summary>Focuses the first found EditorWindow of specified type if it is open.</summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.SetExecutionOrder(UnityEditor.MonoScript,System.Int32)">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.UndoPropertyModification.propertyModification">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.TizenBuildSubtarget">
			<summary>Texture Compression Types.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect,System.Boolean,System.String)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.GetExecutionOrder(UnityEditor.MonoScript)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean,System.String)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="P:UnityEditor.UndoPropertyModification.keepPrefabOverride">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean,System.String,System.Boolean)">
			<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
		</member>
		<member name="T:UnityEditor.EditorUserBuildSettings">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.Close()">
			<summary>Close the editor window.</summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.GetScript()">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.ExportPackageOptions">
			<summary>Export package option. Multiple options can be combined together using the | operator.</summary>
		</member>
		<member name="F:UnityEditor.EditorUserBuildSettings.activeBuildTargetChanged">
			<summary>Triggered in response to SwitchActiveBuildTarget.</summary>
		</member>
		<member name="M:UnityEditor.MonoImporter.GetDefaultReference(System.String)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.EditorMaterialUtility">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.Repaint()">
			<summary>Make the window repaint.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup">
			<summary>The currently selected build target group.</summary>
		</member>
		<member name="M:UnityEditor.EditorMaterialUtility.ResetDefaultTextures(UnityEngine.Material,System.Boolean)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.ClipAnimationMaskType">
			<summary>AnimationClip mask options for ModelImporterClipAnimation.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.selectedStandaloneTarget">
			<summary>The currently selected target for a standalone build.</summary>
		</member>
		<member name="M:UnityEditor.EditorWindow.SendEvent(UnityEngine.Event)">
			<summary>Sends an Event to a window.</summary>
		</member>
		<member name="M:UnityEditor.EditorMaterialUtility.SetShaderDefaults(UnityEngine.Shader,System.String[],UnityEngine.Texture[])">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.ModelImporterClipAnimation">
			<summary>Animation clips to split animation into.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.flashBuildSubtarget">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.CustomEditor">
			<summary>Tells an Editor class which run-time type it's an editor for.</summary>
		</member>
		<member name="T:UnityEditor.PSP2BuildSubtarget">
			<summary>Target PS Vita build type.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.psp2BuildSubtarget">
			<summary>PS Vita Build subtarget.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterAnimationType">
			<summary>Animation mode for ModelImporter.</summary>
		</member>
		<member name="T:UnityEditor.SCEBuildSubtarget">
			<summary>Target PS3 or PS4 build type.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.takeName">
			<summary>Take name.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.sceBuildSubtarget">
			<summary>SCE Build subtarget.</summary>
		</member>
		<member name="T:UnityEditor.AudioImporterLoadType">
			<summary>The way we load audio assets AudioImporter.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.name">
			<summary>Clip name.</summary>
		</member>
		<member name="T:UnityEditor.MovieImporter">
			<summary>AssetImporter for importing MovieTextures.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporter">
			<summary>Model importer lets you modify model import settings from editor scripts.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.importMaterials">
			<summary>Import materials from file.</summary>
		</member>
		<member name="T:UnityEditor.ShaderImporter">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.MovieImporter.quality">
			<summary>Quality setting to use when importing the movie. This is a float value from 0 to 1.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.explicitNullChecks">
			<summary>Are null references actively checked?</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.firstFrame">
			<summary>First frame of the clip.</summary>
		</member>
		<member name="M:UnityEditor.ShaderImporter.GetShader()">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.MovieImporter.linearTexture">
			<summary>Is this a linear texture or an sRGB texture (Only used when performing linear rendering).</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.materialName">
			<summary>Material naming setting.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.enableHeadlessMode">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.ShaderImporter.SetDefaultTextures(System.String[],UnityEngine.Texture[])">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.MovieImporter.duration">
			<summary>Duration of the Movie to be imported in seconds.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.lastFrame">
			<summary>Last frame of the clip.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.materialSearch">
			<summary>Existing material search setting.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.xboxBuildSubtarget">
			<summary>Xbox Build subtarget.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.wrapMode">
			<summary>The wrap mode of the animation.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.globalScale">
			<summary>Global scale factor for importing.</summary>
		</member>
		<member name="M:UnityEditor.ShaderImporter.GetDefaultTexture(System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.loop">
			<summary>Is the clip a looping animation?</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.xboxRunMethod">
			<summary>Selected Xbox Run Method.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.isUseFileUnitsSupported">
			<summary>Is useFileUnits supported for this asset.</summary>
		</member>
		<member name="T:UnityEditor.FontTextureCase">
			<summary>Texture case constants for TrueTypeFontImporter.</summary>
		</member>
		<member name="T:UnityEditor.AudioImporter">
			<summary>Audio importer lets you modify AudioClip import settings from editor scripts.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.rotationOffset">
			<summary>Offset in degrees to the root rotation.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.useFileUnits">
			<summary>Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.androidBuildSubtarget">
			<summary>Android platform options.</summary>
		</member>
		<member name="T:UnityEditor.FontRenderingMode">
			<summary>Font rendering mode constants for TrueTypeFontImporter.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.format">
			<summary>Format of imported audio.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.heightOffset">
			<summary>Offset to the vertical root position.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.importBlendShapes">
			<summary>Controls import of BlendShapes.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.selectedMetroTarget">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.TrueTypeFontImporter">
			<summary>AssetImporter for importing Fonts.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.cycleOffset">
			<summary>Offset to the cycle of a looping animation, if a different time in it is desired to be the start.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.addCollider">
			<summary>Add mesh colliders to imported meshes.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.compressionBitrate">
			<summary>Compression bitrate.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.metroSDK">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.fontSize">
			<summary>Font size to use for importing the characters.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.normalSmoothingAngle">
			<summary>Smoothing angle for calculating normals.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.loopTime">
			<summary>Enable to make the clip loop.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.splitTangentsAcrossSeams">
			<summary>Should tangents be split across UV seams.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.metroGenerateReferenceProjects">
			<summary>Generate and reference C# projects from your main solution.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.threeD">
			<summary>Is this clip a 2D or 3D sound?</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.loopPose">
			<summary>Enable to make the motion loop seamlessly.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.fontTextureCase">
			<summary>Use this to adjust which characters should be imported.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.forceToMono">
			<summary>Force this clip to mono?</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.swapUVChannels">
			<summary>Swap primary and secondary UV channels when importing.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.lockRootRotation">
			<summary>Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.blackberryBuildSubtarget">
			<summary>The texture compression type to be used when building.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.lockRootHeightY">
			<summary>Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.hardware">
			<summary>Use hardware voice/decoder if available.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.includeFontData">
			<summary>If this is enabled, the actual font will be embedded into the asset for Dynamic fonts.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.generateSecondaryUV">
			<summary>Generate secondary UV set for lightmapping.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.blackberryBuildType">
			<summary>The build type to be used.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.fontNames">
			<summary>An array of font names, to be used when includeFontData is set to false.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.lockRootPositionXZ">
			<summary>Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.loadType">
			<summary>Set/get the way Unity is loading the Audio data.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.secondaryUVAngleDistortion">
			<summary>Threshold for angle distortion when generating secondary UV.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.tizenBuildSubtarget">
			<summary>The texture compression type to be used when building.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.customCharacters">
			<summary>A custom set of characters to be included in the Font Texture.</summary>
		</member>
		<member name="P:UnityEditor.AudioImporter.loopable">
			<summary>Is this clip loopable?</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalOrientation">
			<summary>Keeps the vertical position as it is authored in the source file.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.secondaryUVAreaDistortion">
			<summary>Threshold for area distortion when generating secondary UV.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.webPlayerStreamed">
			<summary>Select the streaming option for a webplayer build.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.fontTTFName">
			<summary>The internal font name of the TTF file.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalPositionY">
			<summary>Keeps the vertical position as it is authored in the source file.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.characterSpacing">
			<summary>Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader).</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.webPlayerOfflineDeployment">
			<summary>Build the webplayer along with the UnityObject.js file (so it doesn't need to be downloaded).</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.secondaryUVHardAngle">
			<summary>Hard angle for generating secondary UV.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalPositionXZ">
			<summary>Keeps the vertical position as it is authored in the source file.</summary>
		</member>
		<member name="T:UnityEditor.UnwrapParam">
			<summary>Unwrapping settings.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.activeBuildTarget">
			<summary>The currently active build target.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.characterPadding">
			<summary>Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader).</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.secondaryUVPackMargin">
			<summary>Margin to be left between charts when packing secondary UV.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.activeScriptCompilationDefines">
			<summary>DEFINE directives for the compiler.</summary>
		</member>
		<member name="P:UnityEditor.TrueTypeFontImporter.fontRenderingMode">
			<summary>Font rendering mode to use for this font.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.heightFromFeet">
			<summary>Keeps the feet aligned with the root transform position.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.generateAnimations">
			<summary>Animation generation options.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.development">
			<summary>Enables a development build.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.mirror">
			<summary>Mirror left and right in this clip.</summary>
		</member>
		<member name="F:UnityEditor.UnwrapParam.angleError">
			<summary>Maximum allowed angle distortion (0..1).</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.transformPaths">
			<summary>Generates the list of all imported Transforms.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.maskType">
			<summary>Define mask type.</summary>
		</member>
		<member name="M:UnityEditor.TrueTypeFontImporter.GenerateEditableFont(System.String)">
			<summary>Create an editable copy of the font asset at path.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.connectProfiler">
			<summary>Start the player with a connection to the profiler.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.referencedClips">
			<summary>Generates the list of all imported Animations.</summary>
		</member>
		<member name="F:UnityEditor.UnwrapParam.areaError">
			<summary>Maximum allowed area distortion (0..1).</summary>
		</member>
		<member name="P:UnityEditor.ModelImporterClipAnimation.maskSource">
			<summary>The AvatarMask used to mask transforms during the import process.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.allowDebugging">
			<summary>Enable source-level debuggers to connect.</summary>
		</member>
		<member name="T:UnityEditor.MeshUtility">
			<summary>Various utilities for mesh manipulation.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.isReadable">
			<summary>Are mesh vertices and indices accessible from script?</summary>
		</member>
		<member name="F:UnityEditor.UnwrapParam.hardAngle">
			<summary>This angle (or greater) between triangles will cause seam to be created.</summary>
		</member>
		<member name="M:UnityEditor.MeshUtility.SetPerTriangleUV2(UnityEngine.Mesh,UnityEngine.Vector2[])">
			<summary>Will insert per-triangle uv2 in mesh and handle vertex splitting etc.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.appendProject">
			<summary>Append (rather than replace) the build of an iOS Xcode project.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.optimizeMesh">
			<summary>Vertex optimization setting.</summary>
		</member>
		<member name="F:UnityEditor.UnwrapParam.packMargin">
			<summary>How much uv-islands will be padded.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.symlinkLibraries">
			<summary>Symlink runtime libraries with an iOS Xcode project.</summary>
		</member>
		<member name="M:UnityEditor.MeshUtility.SetMeshCompression(UnityEngine.Mesh,UnityEditor.ModelImporterMeshCompression)">
			<summary>Change the mesh compression setting for a mesh.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.normalImportMode">
			<summary>Normals import mode.</summary>
		</member>
		<member name="M:UnityEditor.UnwrapParam.SetDefaults(UnityEditor.UnwrapParam&)">
			<summary>Will set default values for params.</summary>
		</member>
		<member name="M:UnityEditor.MeshUtility.GetMeshCompression(UnityEngine.Mesh)">
			<summary>Returns the mesh compression setting for a Mesh.</summary>
		</member>
		<member name="T:UnityEditor.Unwrapping">
			<summary>This class holds everything you may need in regard to uv-unwrapping.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.tangentImportMode">
			<summary>Tangents import mode.</summary>
		</member>
		<member name="P:UnityEditor.EditorUserBuildSettings.installInBuildFolder">
			<summary>Place the built player in the build folder.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterMaterialName">
			<summary>Material naming options for ModelImporter.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.bakeIK">
			<summary>Bake Inverse Kinematics (IK) when importing.</summary>
		</member>
		<member name="M:UnityEditor.Unwrapping.GeneratePerTriangleUV(UnityEngine.Mesh)">
			<summary>Will generate per-triangle uv (3 uv pairs for each triangle) with default settings.</summary>
		</member>
		<member name="M:UnityEditor.MeshUtility.Optimize(UnityEngine.Mesh)">
			<summary>Optimizes the mesh for GPU access.</summary>
		</member>
		<member name="M:UnityEditor.Unwrapping.GeneratePerTriangleUV(UnityEngine.Mesh,UnityEditor.UnwrapParam)">
			<summary>Will generate per-triangle uv (3 uv pairs for each triangle) with default settings.</summary>
		</member>
		<member name="M:UnityEditor.EditorUserBuildSettings.SwitchActiveBuildTarget(UnityEditor.BuildTarget)">
			<summary>Select a new build target to be active.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterMaterialSearch">
			<summary>Material search options for ModelImporter.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.isBakeIKSupported">
			<summary>Is Bake Inverse Kinematics (IK) supported by this importer.</summary>
		</member>
		<member name="M:UnityEditor.Unwrapping.GenerateSecondaryUVSet(UnityEngine.Mesh)">
			<summary>Will auto generate uv2 with default settings for provided mesh, and fill them in.</summary>
		</member>
		<member name="M:UnityEditor.Unwrapping.GenerateSecondaryUVSet(UnityEngine.Mesh,UnityEditor.UnwrapParam)">
			<summary>Will auto generate uv2 with default settings for provided mesh, and fill them in.</summary>
		</member>
		<member name="T:UnityEditor.ArrayUtility">
			<summary>Helpers for builtin arrays ...</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterTangentSpaceMode">
			<summary>Animation generation options for ModelImporter.</summary>
		</member>
		<member name="T:UnityEditor.Lightmapping">
			<summary>Allows to control the lightmapping job.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.isTangentImportSupported">
			<summary>Is import of tangents supported by this importer.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.Add(T[]&,T)">
			<summary>Appends item to the end of array.</summary>
		</member>
		<member name="M:UnityEditor.EditorUserBuildSettings.GetBuildLocation(UnityEditor.BuildTarget)">
			<summary>Get the current location for the build.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterMeshCompression">
			<summary>Mesh compression options for ModelImporter.</summary>
		</member>
		<member name="M:UnityEditor.EditorUserBuildSettings.SetBuildLocation(UnityEditor.BuildTarget,System.String)">
			<summary>Set a new location for the build.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.meshCompression">
			<summary>Mesh compression setting.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.ArrayEquals(T[],T[])">
			<summary>Compares two arrays.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterAnimationCompression">
			<summary>Animation compression options for ModelImporter.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.AddRange(T[]&,T[])">
			<summary>Appends items to the end of array.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.importAnimation">
			<summary>Import animation from file.</summary>
		</member>
		<member name="P:UnityEditor.Lightmapping.isRunning">
			<summary>Returns true when the bake job is running, false otherwise (Read Only).</summary>
		</member>
		<member name="T:UnityEditor.ShaderUtil">
			<summary>Utility functions to assist with working with shaders from the editor.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.optimizeGameObjects">
			<summary>Animation optimization setting.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.Insert(T[]&,System.Int32,T)">
			<summary>Inserts item item at position index.</summary>
		</member>
		<member name="T:UnityEditor.ModelImporterGenerateAnimations">
			<summary>Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.extraExposedTransformPaths">
			<summary>Animation optimization setting.</summary>
		</member>
		<member name="P:UnityEditor.ShaderUtil.hardwareSupportsRectRenderTexture">
			<summary>Does the current hardware support render textues.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.BakeAsync()">
			<summary>Starts an asynchronous bake job.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.Remove(T[]&,T)">
			<summary>Removes item from array.</summary>
		</member>
		<member name="T:UnityEditor.ResolutionDialogSetting">
			<summary>Resolution dialog setting.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.Bake()">
			<summary>Stars a synchronous bake job.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationCompression">
			<summary>Animation compression setting.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetPropertyCount(UnityEngine.Shader)">
			<summary>Get the number of properties in Shader s.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.FindAll(T[],System.Predicate`1<T>)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.BakeSelectedAsync()">
			<summary>Starts an asynchronous bake job for the selected objects.</summary>
		</member>
		<member name="T:UnityEditor.AspectRatio">
			<summary>Aspect ratio.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationRotationError">
			<summary>Allowed error of animation rotation compression.</summary>
		</member>
		<member name="T:UnityEditor.MacFullscreenMode">
			<summary>Mac fullscreen mode.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.Find(T[],System.Predicate`1<T>)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetPropertyDescription(UnityEngine.Shader,System.Int32)">
			<summary>Get the description of the shader propery at index propertyIdx of Shader s.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.BakeSelected()">
			<summary>Stars a synchronous bake job for the selected objects.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationPositionError">
			<summary>Allowed error of animation position compression.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.BakeLightProbesOnlyAsync()">
			<summary>Starts an asynchronous bake job, but only bakes light probes.</summary>
		</member>
		<member name="T:UnityEditor.StrippingLevel">
			<summary>Managed code stripping level.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationScaleError">
			<summary>Allowed error of animation scale compression.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.FindIndex(T[],System.Predicate`1<T>)">
			<summary>Find the index of the first element that satisfies the predicate.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetPropertyName(UnityEngine.Shader,System.Int32)">
			<summary>Get the name of the shader propery at index propertyIdx of Shader s.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.BakeLightProbesOnly()">
			<summary>Starts a synchronous bake job, but only bakes light probes.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationWrapMode">
			<summary>The default wrap mode for the generated animation clips.</summary>
		</member>
		<member name="T:UnityEditor.ScriptCallOptimizationLevel">
			<summary>Script call optimization level.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetPropertyType(UnityEngine.Shader,System.Int32)">
			<summary>Get the ShaderProperyType of the shader propery at index propertyIdx of Shader s.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.IndexOf(T[],T)">
			<summary>Index of first element with value value.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.Cancel()">
			<summary>Cancels the currently running asynchronous bake job.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.animationType">
			<summary>Animator generation mode.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.LastIndexOf(T[],T)">
			<summary>Index of the last element with value value.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetRangeLimits(UnityEngine.Shader,System.Int32,System.Int32)">
			<summary>Get Limits for a range property at index propertyIdx of Shader s.</summary>
		</member>
		<member name="T:UnityEditor.iOSSdkVersion">
			<summary>Supported iOS SDK versions.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.Clear()">
			<summary>Deletes all lightmap assets and makes all lights behave as if they weren't baked yet.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.RemoveAt(T[]&,System.Int32)">
			<summary>Remove element at position index.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.GetTexDim(UnityEngine.Shader,System.Int32)">
			<summary>Gets the ShaderPropertyTexDim of the texture at property index propertyIdx of Shader s.</summary>
		</member>
		<member name="P:UnityEditor.ModelImporter.clipAnimations">
			<summary>Animation clips to split animation into.</summary>
		</member>
		<member name="T:UnityEditor.iOSTargetOSVersion">
			<summary>Supported iOS deployment versions.</summary>
		</member>
		<member name="M:UnityEditor.Lightmapping.Tetrahedralize(UnityEngine.Vector3[],System.Int32[]&,UnityEngine.Vector3[]&)">
			<summary>Calculates a Delaunay Tetrahedralization of the 'positions' point set - the same way the lightmapper.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.Contains(T[],T)">
			<summary>Determines if the array contains the item.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.IsShaderPropertyHidden(UnityEngine.Shader,System.Int32)">
			<summary>Is the shader propery at index propertyIdx of Shader s hidden?</summary>
		</member>
		<member name="T:UnityEditor.LightmapBakeQuality">
			<summary>Bake quality setting for LightmapEditorSettings.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_0">
			<summary>iOS 4.0.</summary>
		</member>
		<member name="M:UnityEditor.ArrayUtility.Clear(T[]&)">
			<summary>Clears the array.</summary>
		</member>
		<member name="T:UnityEditor.LightmapEditorSettings">
			<summary>Various settings for the bake.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.CreateShaderAsset(System.String)">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.TextureImporterFormat">
			<summary>Imported texture format for TextureImporter.</summary>
		</member>
		<member name="T:UnityEditor.UIOrientation">
			<summary>Default mobile device orientation.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.bounceBoost">
			<summary>Boosts indirect light (Beast's diffuseBoost property, pow(colorComponent, (1.0 / diffuseBoost))).</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_1">
			<summary>iOS 4.1.</summary>
		</member>
		<member name="M:UnityEditor.ShaderUtil.UpdateShaderAsset(UnityEngine.Shader,System.String)">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_2">
			<summary>iOS 4.2.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.bounceIntensity">
			<summary>Indirect light intensity multiplier.</summary>
		</member>
		<member name="T:UnityEditor.iOSStatusBarStyle">
			<summary>iOS status bar style.</summary>
		</member>
		<member name="T:UnityEditor.NavMeshBuilder">
			<summary>Navigation mesh builder interface.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_3">
			<summary>iOS 4.3.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterMipFilter">
			<summary>Mip map filter for TextureImporter.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.maxAtlasWidth">
			<summary>The maximum width of an individual lightmap texture.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_5_0">
			<summary>iOS 5.0.</summary>
		</member>
		<member name="P:UnityEditor.NavMeshBuilder.isRunning">
			<summary>Returns true if an asynchronous build is still running.</summary>
		</member>
		<member name="T:UnityEditor.AndroidSplashScreenScale">
			<summary>Android splash screen scale modes.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.maxAtlasHeight">
			<summary>The maximum height of an individual lightmap texture.</summary>
		</member>
		<member name="M:UnityEditor.NavMeshBuilder.BuildNavMesh()">
			<summary>Build the Navmesh.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_5_1">
			<summary>iOS 5.1.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.resolution">
			<summary>Lightmap resolution in texels per world unit.</summary>
		</member>
		<member name="T:UnityEditor.ApiCompatibilityLevel">
			<summary>.NET API compatibility level.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterGenerateCubemap">
			<summary>Cubemap generation mode for TextureImporter.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_6_0">
			<summary>iOS 6.0.</summary>
		</member>
		<member name="M:UnityEditor.NavMeshBuilder.BuildNavMeshAsync()">
			<summary>Build the Navmesh Asyncronously.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.lastUsedResolution">
			<summary>Last used lightmap resolution (i.e. resolution of the lightmaps currently in the scene) in texels per world unit.</summary>
		</member>
		<member name="M:UnityEditor.NavMeshBuilder.ClearAllNavMeshes()">
			<summary>Clear all Navmeshes.</summary>
		</member>
		<member name="T:UnityEditor.PlayerSettings">
			<summary>Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetOSVersion.iOS_7_0">
			<summary>iOS 7.0.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterNPOTScale">
			<summary>Scaling mode for non power of two textures in TextureImporter.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.skyLightColor">
			<summary>Sky light color.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.companyName">
			<summary>The name of your company.</summary>
		</member>
		<member name="T:UnityEditor.iOSTargetDevice">
			<summary>Target iOS device.</summary>
		</member>
		<member name="M:UnityEditor.NavMeshBuilder.Cancel()">
			<summary>Cancel Navmesh construction.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.skyLightIntensity">
			<summary>Sky light intensity.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetDevice.iPhoneOnly">
			<summary>iPhone/iPod Only.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.productName">
			<summary>The name of your product.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.quality">
			<summary>Quality of the bake.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterNormalFilter">
			<summary>Normal map filtering mode for TextureImporter.</summary>
		</member>
		<member name="T:UnityEditor.PlayerSettings/SamsungTV">
			<summary>Interace into SamsungTV specific functionality.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporterType">
			<summary>Select this to set basic parameters depending on the purpose of your texture.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.productGUID">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.textureCompression">
			<summary>Whether to use DXT1 compression on the generated lightmaps.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetDevice.iPadOnly">
			<summary>iPad Only.</summary>
		</member>
		<member name="T:UnityEditor.PreferenceItem">
			<summary>The PreferenceItem attribute allows you to add preferences sections to the Preferences Window.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.colorSpace">
			<summary>Set the color space for the current project.</summary>
		</member>
		<member name="F:UnityEditor.iOSTargetDevice.iPhoneAndiPad">
			<summary>Universal : iPhone/iPod + iPad.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.bounces">
			<summary>Number of light bounces in the global illumination computation (with 0 meaning direct light only).</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.defaultScreenWidth">
			<summary>Default horizontal dimension of stand-alone player window.</summary>
		</member>
		<member name="T:UnityEditor.SpriteImportMode">
			<summary>Texture importer modes for Sprite import.</summary>
		</member>
		<member name="T:UnityEditor.ScriptableWizard">
			<summary>Derive from this class to create an editor wizard.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.finalGatherRays">
			<summary>Number of rays used in the final gather integrator.</summary>
		</member>
		<member name="T:UnityEditor.iOSShowActivityIndicatorOnLoading">
			<summary>Activity Indicator on loading.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.finalGatherContrastThreshold">
			<summary>Contrast threshold between neighbouring surface points.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.defaultScreenHeight">
			<summary>Default vertical dimension of stand-alone player window.</summary>
		</member>
		<member name="T:UnityEditor.SpriteMetaData">
			<summary>Editor data used in producing a Sprite.</summary>
		</member>
		<member name="P:UnityEditor.ScriptableWizard.helpString">
			<summary>Allows you to set the help text of the wizard.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.defaultWebScreenWidth">
			<summary>Default horizontal dimension of web player window.</summary>
		</member>
		<member name="F:UnityEditor.SpriteMetaData.name">
			<summary>Name of the Sprite.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.finalGatherGradientThreshold">
			<summary>Controls how the irradiance gradient is used in the interpolation.</summary>
		</member>
		<member name="T:UnityEditor.AndroidTargetDevice">
			<summary>Target Android device architecture.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.defaultWebScreenHeight">
			<summary>Default vertical dimension of web player window.</summary>
		</member>
		<member name="P:UnityEditor.ScriptableWizard.errorString">
			<summary>Allows you to set the error text of the wizard.</summary>
		</member>
		<member name="F:UnityEditor.SpriteMetaData.rect">
			<summary>Bounding rectangle of the sprite's graphic within the atlas image.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.finalGatherInterpolationPoints">
			<summary>The number of final gather points to interpolate between.</summary>
		</member>
		<member name="F:UnityEditor.SpriteMetaData.alignment">
			<summary>Edge-relative alignment of the sprite graphic.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.aoAmount">
			<summary>Controls how much Ambient Occlusion to blend into the Final Gather solution.</summary>
		</member>
		<member name="T:UnityEditor.AndroidSdkVersions">
			<summary>Supported Android SDK versions.</summary>
		</member>
		<member name="P:UnityEditor.ScriptableWizard.isValid">
			<summary>Allows you to enable and disable the wizard create button, so that the user can not click it.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.displayResolutionDialog">
			<summary>Defines the behaviour of the Resolution Dialog on product launch.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.aoMaxDistance">
			<summary>Beyond this distance a ray is considered to be unoccluded.</summary>
		</member>
		<member name="F:UnityEditor.SpriteMetaData.pivot">
			<summary>Pivot point of the Sprite relative to its bounding rectangle.</summary>
		</member>
		<member name="T:UnityEditor.AndroidPreferredInstallLocation">
			<summary>Preferred application install location.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.aoContrast">
			<summary>Controls the look of the transition from black to white.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.defaultIsFullScreen">
			<summary>If enabled, the game will default to fullscreen mode.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.String)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.String,System.String)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.Type,System.String)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.Type)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.Type,System.String,System.String)">
			<summary>Creates a wizard.</summary>
		</member>
		<member name="F:UnityEditor.SpriteMetaData.border">
			<summary>Edge border size for a sprite (in pixels).</summary>
		</member>
		<member name="T:UnityEditor.AndroidShowActivityIndicatorOnLoading">
			<summary>Application should show ActivityIndicator when loading.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.lockAtlas">
			<summary>If enabled, Beast atlasing won't be run and lightmap indices, tiling and offset won't be modified on Mesh Renderers.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.defaultIsNativeResolution">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.SerializedPropertyType">
			<summary>Type of a SerializedProperty.</summary>
		</member>
		<member name="P:UnityEditor.LightmapEditorSettings.padding">
			<summary>Texel separation between shapes.</summary>
		</member>
		<member name="T:UnityEditor.TargetGlesGraphics">
			<summary>Target GLES graphics.</summary>
		</member>
		<member name="T:UnityEditor.TextureImporter">
			<summary>Texture importer lets you modify Texture2D import settings from editor scripts.</summary>
		</member>
		<member name="T:UnityEditor.SerializedObject">
			<summary>SerializedObject and SerializedProperty are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.runInBackground">
			<summary>If enabled, your game will continue to run after lost focus.</summary>
		</member>
		<member name="T:UnityEditor.iOSTargetResolution">
			<summary>Deployment target iOS device resolution.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.textureFormat">
			<summary>Format of imported texture.</summary>
		</member>
		<member name="T:UnityEditor.StaticOcclusionCulling">
			<summary>StaticOcclusionCulling lets you perform static occlusion culling operations.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.captureSingleScreen">
			<summary>Defines if fullscreen games should darken secondary displays.</summary>
		</member>
		<member name="T:UnityEditor.ObjectNames">
			<summary>Helper class for constructing displayable names for objects.</summary>
		</member>
		<member name="P:UnityEditor.SerializedObject.targetObject">
			<summary>The inspected object (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.isRunning">
			<summary>Used to check if asynchronous generation of static occlusion culling data is still running.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.usePlayerLog">
			<summary>Write a log file with debugging information.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.maxTextureSize">
			<summary>Maximum texture size.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.compressionQuality">
			<summary>Quality of Texture Compression in the range [0..100].</summary>
		</member>
		<member name="M:UnityEditor.ObjectNames.NicifyVariableName(System.String)">
			<summary>Make a displayable name for a variable.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.smallestOccluder">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.SerializedObject.targetObjects">
			<summary>The inspected objects (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.smallestHole">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.grayscaleToAlpha">
			<summary>Generate alpha channel from intensity?</summary>
		</member>
		<member name="M:UnityEditor.ObjectNames.GetInspectorTitle(UnityEngine.Object)">
			<summary>Inspector title for an object.</summary>
		</member>
		<member name="P:UnityEditor.SerializedObject.isEditingMultipleObjects">
			<summary>Does the serialized object represents multiple objects due to multi-object editing? (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.ObjectNames.GetClassName(UnityEngine.Object)">
			<summary>Class name of an object.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.backfaceThreshold">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.resizableWindow">
			<summary>Use resizable window in standalone player builds.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.generateCubemap">
			<summary>Cubemap generation mode.</summary>
		</member>
		<member name="M:UnityEditor.ObjectNames.GetDragAndDropTitle(UnityEngine.Object)">
			<summary>Drag and drop title for an object.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.doesSceneHaveManualPortals">
			<summary>Does the scene contain any occlusion portals that were added manually rather than automatically?</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.Update()">
			<summary>Update serialized object's representation.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.npotScale">
			<summary>Scaling mode for non power of two textures.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.stripPhysics">
			<summary>Remove Physics code from player to save build size (Flash only).</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.isReadable">
			<summary>Is texture data readable from scripts.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.SetIsDifferentCacheDirty()">
			<summary>Update hasMultipleDifferentValues cache on the next /Update()/ call.</summary>
		</member>
		<member name="M:UnityEditor.ObjectNames.SetNameSmart(UnityEngine.Object,System.String)">
			<summary>Sets the name of an Object.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCulling.umbraDataSize">
			<summary>Returns the size in bytes that the PVS data is currently taking up in this scene on disk.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.mipmapEnabled">
			<summary>Generate mip maps for the texture?</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.useMacAppStoreValidation">
			<summary>Enable receipt validation for the Mac App Store.</summary>
		</member>
		<member name="M:UnityEditor.StaticOcclusionCulling.Compute()">
			<summary>Used to generate static occlusion culling data.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.UpdateIfDirtyOrScript()">
			<summary>Update serialized object's representation, only if the object has been modified since the last call to Update or if it is a script.</summary>
		</member>
		<member name="T:UnityEditor.DragAndDropVisualMode">
			<summary>Visual indication mode for Drag &amp; Drop operation.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.macFullscreenMode">
			<summary>Define how to handle fullscreen mode in Mac OS X standalones.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.borderMipmap">
			<summary>Keep texture borders the same when generating mipmaps?</summary>
		</member>
		<member name="M:UnityEditor.StaticOcclusionCulling.GenerateInBackground()">
			<summary>Used to compute static occlusion culling data asynchronously.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.GetIterator()">
			<summary>Get the first serialized property.</summary>
		</member>
		<member name="T:UnityEditor.DragAndDrop">
			<summary>Editor drag &amp; drop operations.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.forceSingleInstance">
			<summary>Restrict standalone players to a single concurrent running instance.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.linearTexture">
			<summary>When in linear rendering should this texture be sampled with hardware gamma correction (sRGB) or without (linear)?</summary>
		</member>
		<member name="M:UnityEditor.StaticOcclusionCulling.Cancel()">
			<summary>Used to cancel asynchronous generation of static occlusion culling data.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.mipmapFilter">
			<summary>Mipmap filtering mode.</summary>
		</member>
		<member name="P:UnityEditor.DragAndDrop.objectReferences">
			<summary>References to objects being dragged.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.firstStreamedLevelWithResources">
			<summary>First level to have access to all Resources.Load assets in Streamed Web Players.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.FindProperty(System.String)">
			<summary>Find serialized property by name.</summary>
		</member>
		<member name="M:UnityEditor.StaticOcclusionCulling.Clear()">
			<summary>Clears the PVS of the opened scene.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.fadeout">
			<summary>Fade out mip levels to gray color?</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.resolutionDialogBanner">
			<summary>The image to display in the Resolution Dialog window.</summary>
		</member>
		<member name="P:UnityEditor.DragAndDrop.paths">
			<summary>The file names being dragged.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.ApplyModifiedProperties()">
			<summary>Apply property modifications.</summary>
		</member>
		<member name="P:UnityEditor.DragAndDrop.visualMode">
			<summary>The visual indication of the drag.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.iPhoneBundleIdentifier">
			<summary>The bundle identifier of the iPhone application.</summary>
		</member>
		<member name="M:UnityEditor.StaticOcclusionCulling.SetDefaultOcclusionBakeSettings()">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.mipmapFadeDistanceStart">
			<summary>Mip level where texture begins to fade out.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.keystorePass">
			<summary>Password used for interacting with the Android Keystore.</summary>
		</member>
		<member name="P:UnityEditor.DragAndDrop.activeControlID">
			<summary>Get or set ID of currently active drag and drop control.</summary>
		</member>
		<member name="M:UnityEditor.SerializedObject.CopyFromSerializedProperty(UnityEditor.SerializedProperty)">
			<summary>Copies a value from a SerializedProperty to the same serialized property on this serialized object.</summary>
		</member>
		<member name="T:UnityEditor.StaticOcclusionCullingVisualization">
			<summary>Used to visualize static occlusion culling at development time in scene view.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.mipmapFadeDistanceEnd">
			<summary>Mip level where texture is faded out completely.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.keyaliasPass">
			<summary>Password for the key used for signing an Android application.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showOcclusionCulling">
			<summary>If set to true, visualization of target volumes is enabled.</summary>
		</member>
		<member name="M:UnityEditor.DragAndDrop.PrepareStartDrag()">
			<summary>Clears drag &amp; drop data.</summary>
		</member>
		<member name="T:UnityEditor.SerializedProperty">
			<summary>SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxTitleId">
			<summary>Xbox 360 title id.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.generateMipsInLinearSpace">
			<summary>Should mip maps be generated with gamma correction?</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showPreVisualization">
			<summary>If set to true, the visualization lines of the PVS volumes will show all cells rather than cells after culling.</summary>
		</member>
		<member name="M:UnityEditor.DragAndDrop.StartDrag(System.String)">
			<summary>Start a drag operation.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showViewVolumes">
			<summary>If set to true, visualization of view volumes is enabled.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxImageXexFilePath">
			<summary>Xbox 360 ImageXex override configuration file path.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.convertToNormalmap">
			<summary>Convert heightmap to normal map?</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxSpaFilePath">
			<summary>Xbox 360 SPA file path.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.normalmap">
			<summary>Is this texture a normal map?</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showDynamicObjectBounds">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.serializedObject">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.DragAndDrop.AcceptDrag()">
			<summary>Accept a drag operation.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showPortals">
			<summary>If set to true, visualization of portals is enabled.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.normalmapFilter">
			<summary>Normal map filtering mode.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxGenerateSpa">
			<summary>Xbox 360 auto-generation of _SPAConfig.cs.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.hasMultipleDifferentValues">
			<summary>Does this property represent multiple different values due to multi-object editing? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showVisibilityLines">
			<summary>If set to true, visualization of portals is enabled.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.heightmapScale">
			<summary>Amount of bumpyness in the heightmap.</summary>
		</member>
		<member name="M:UnityEditor.DragAndDrop.GetGenericData(System.String)">
			<summary>Get data associated with current drag and drop operation.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxEnableGuest">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.DragAndDrop.SetGenericData(System.String,System.Object)">
			<summary>Set data associated with current drag and drop operation.</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showGeometryCulling">
			<summary>If set to true, culling of geometry is enabled.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.lightmap">
			<summary>Is this texture a lightmap?</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxDeployKinectResources">
			<summary>Xbox 360 Kinect resource file deployment.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.name">
			<summary>Name of the property. (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.isPreviewOcclusionCullingCameraInPVS">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.anisoLevel">
			<summary>Anisotropic filtering level of the texture.</summary>
		</member>
		<member name="T:UnityEditor.MonoScript">
			<summary>Representation of Script assets.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.type">
			<summary>Type name of the property. (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.StaticOcclusionCullingVisualization.previewOcclusionCamera">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.filterMode">
			<summary>Filtering mode of the texture.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxDeployKinectHeadOrientation">
			<summary>Xbox 360 Kinect Head Orientation file deployment.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxDeployKinectHeadPosition">
			<summary>Xbox 360 Kinect Head Position file deployment.</summary>
		</member>
		<member name="M:UnityEditor.MonoScript.GetClass()">
			<summary>Returns the System.Type object of the class implemented by this script.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.tooltip">
			<summary>Tooltip of the property. (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.wrapMode">
			<summary>Wrap mode (Repeat or Clamp) of the texture.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxSplashScreen">
			<summary>Xbox 360 splash screen.</summary>
		</member>
		<member name="M:UnityEditor.MonoScript.FromMonoBehaviour(UnityEngine.MonoBehaviour)">
			<summary>Returns the MonoScript object containing specified MonoBehaviour.</summary>
		</member>
		<member name="T:UnityEditor.GenericMenu">
			<summary>The GenericMenu lets you create a custom context and dropdown menus.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.depth">
			<summary>Nesting depth of the property. (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.mipMapBias">
			<summary>Mip map bias of the texture.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxAdditionalTitleMemorySize">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.propertyPath">
			<summary>Full path of the property. (Read Only)</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.AddItem(UnityEngine.GUIContent,System.Boolean,UnityEditor.GenericMenu/MenuFunction)">
			<summary>Add an item to the menu.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.AddItem(UnityEngine.GUIContent,System.Boolean,UnityEditor.GenericMenu/MenuFunction2,System.Object)">
			<summary>Add an item to the menu.</summary>
		</member>
		<member name="M:UnityEditor.MonoScript.FromScriptableObject(UnityEngine.ScriptableObject)">
			<summary>Returns the MonoScript object containing specified ScriptableObject.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.editable">
			<summary>Is this property editable? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.alphaIsTransparency">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxEnableKinect">
			<summary>Xbox 360 Kinect title flag - if false, the Kinect APIs are inactive.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.AddDisabledItem(UnityEngine.GUIContent)">
			<summary>Add a disabled item to the menu.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.isAnimated">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxEnableKinectAutoTracking">
			<summary>Xbox 360 Kinect automatic skeleton tracking.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.qualifiesForSpritePacking">
			<summary>Returns true if this TextureImporter is setup for Sprite packing.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.AddSeparator(System.String)">
			<summary>Add a seperator item to the menu.</summary>
		</member>
		<member name="T:UnityEditor.LODUtility">
			<summary>LOD Utility Helpers.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxEnableSpeech">
			<summary>Xbox 360 Kinect Enable Speech Engine.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.isExpanded">
			<summary>Is this property expanded in the inspector?</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spriteImportMode">
			<summary>Selects Single or Manual import mode for Sprite textures.</summary>
		</member>
		<member name="M:UnityEditor.LODUtility.CalculateLODGroupBoundingBox(UnityEngine.LODGroup)">
			<summary>Recalculate the bounding region for the given LODGroup.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spritesheet">
			<summary>Array representing the sections of the atlas corresponding to individual sprite graphics.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxSpeechDB">
			<summary>Xbox 360 Kinect Speech DB.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.GetItemCount()">
			<summary>Get number of items in the menu.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spritePackingTag">
			<summary>Selects the Sprite packing tag.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.ShowAsContext()">
			<summary>Show the menu under the mouse.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.hasChildren">
			<summary>Does it have child properties? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.gpuSkinning">
			<summary>Enable GPU skinning on capable platforms.</summary>
		</member>
		<member name="T:AssetModificationProcessor">
			<summary>AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity.</summary>
		</member>
		<member name="T:UnityEditor.AssetModificationProcessor">
			<summary>AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity.</summary>
		</member>
		<member name="M:UnityEditor.GenericMenu.DropDown(UnityEngine.Rect)">
			<summary>Show the menu at the given screen rect.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spritePixelsToUnits">
			<summary>Scale factor for mapping pixels in the graphic to units in world space.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.hasVisibleChildren">
			<summary>Does it have visible child properties? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxPIXTextureCapture">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.AssetPostprocessor">
			<summary>AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spritePivot">
			<summary>The point in the Sprite object's coordinate space where the graphic is located.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.isInstantiatedPrefab">
			<summary>Is property part of a prefab instance? (Read Only)</summary>
		</member>
		<member name="T:UnityEditor.GenericMenu/MenuItem">
			<summary>The MenuItem attribute allows you to add menu items to the main menu and inspector context menus.</summary>
		</member>
		<member name="P:UnityEditor.AssetPostprocessor.assetPath">
			<summary>The path name of the asset being imported.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.xboxEnableAvatar">
			<summary>Xbox 360 Avatars.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.prefabOverride">
			<summary>Is property's value different from the prefab it belongs to?</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.spriteBorder">
			<summary>Border sizes of the generated sprites.</summary>
		</member>
		<member name="T:UnityEditor.ViewTool">
			<summary>Enum for Tools.viewTool.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.propertyType">
			<summary>Type of this property (Read Only).</summary>
		</member>
		<member name="P:UnityEditor.AssetPostprocessor.assetImporter">
			<summary>Reference to the asset importer.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3TitleConfigPath">
			<summary>PS3 Title Config file.</summary>
		</member>
		<member name="T:UnityEditor.PivotMode">
			<summary>Where is the tool handle placed.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.intValue">
			<summary>Value of an integer property.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporter.textureType">
			<summary>Which type of texture are we dealing with here.</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.LogWarning(System.String)">
			<summary>Logs an import warning to the console.</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.LogWarning(System.String,UnityEngine.Object)">
			<summary>Logs an import warning to the console.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3DLCConfigPath">
			<summary>PS3 DLC Config file.</summary>
		</member>
		<member name="T:UnityEditor.PivotRotation">
			<summary>How is the tool handle oriented.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.boolValue">
			<summary>Value of a boolean property.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.GetPlatformTextureSettings(System.String,System.Int32&,UnityEditor.TextureImporterFormat&,System.Int32&)">
			<summary>Get platform specific texture settings.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.GetPlatformTextureSettings(System.String,System.Int32&,UnityEditor.TextureImporterFormat&)">
			<summary>Get platform specific texture settings.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3ThumbnailPath">
			<summary>PS3 Thumbnail Image.</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.LogError(System.String)">
			<summary>Logs an import error message to the console.</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.LogError(System.String,UnityEngine.Object)">
			<summary>Logs an import error message to the console.</summary>
		</member>
		<member name="T:UnityEditor.Tool">
			<summary>Which tool is active in the editor.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.SetPlatformTextureSettings(System.String,System.Int32,UnityEditor.TextureImporterFormat,System.Int32)">
			<summary>Set specific target platform settings.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.floatValue">
			<summary>Value of a float property.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.SetPlatformTextureSettings(System.String,System.Int32,UnityEditor.TextureImporterFormat)">
			<summary>Set specific target platform settings.</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.GetVersion()">
			<summary>Returns the version of the asset postprocessor.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3BackgroundPath">
			<summary>PS3 Background Image.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.ClearPlatformTextureSettings(System.String)">
			<summary>Clear specific target platform settings.</summary>
		</member>
		<member name="T:UnityEditor.Tools">
			<summary>Class used to manipulate the tools used in Unity's Scene View.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.stringValue">
			<summary>Value of a string property.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3SoundPath">
			<summary>PS3 Background Sound.</summary>
		</member>
		<member name="M:UnityEditor.AssetPostprocessor.GetPostprocessOrder()">
			<summary>Override the order in which importers are processed.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.colorValue">
			<summary>Value of a color property.</summary>
		</member>
		<member name="P:UnityEditor.Tools.current">
			<summary>The tool that is currently selected for the Scene View.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3TrophyCommId">
			<summary>PS3 Trophy Communication ID.</summary>
		</member>
		<member name="T:UnityEditor.AssetImporter">
			<summary>Base class from which asset importers for specific asset types derive.</summary>
		</member>
		<member name="P:UnityEditor.Tools.viewTool">
			<summary>The option that is currently active for the View tool in the Scene view.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.DoesSourceTextureHaveAlpha()">
			<summary>Does textures source image have alpha channel.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.animationCurveValue">
			<summary>Value of a animation curve property.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.objectReferenceValue">
			<summary>Value of an object reference property.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.DoesSourceTextureHaveColor()">
			<summary>Does textures source image have RGB channels.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3NpCommunicationPassphrase">
			<summary>The Np Comminication passphrase to use when connecting to Playstation®Network.</summary>
		</member>
		<member name="P:UnityEditor.AssetImporter.assetPath">
			<summary>The path name of the asset for this importer. (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.Tools.handlePosition">
			<summary>The position of the tool handle in world space.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.objectReferenceInstanceIDValue">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3TrophyCommSig">
			<summary>PS3 Trophy Communication Signature.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.ReadTextureSettings(UnityEditor.TextureImporterSettings)">
			<summary>Read texture settings into TextureImporterSettings class.</summary>
		</member>
		<member name="P:UnityEditor.AssetImporter.userData">
			<summary>Get or set any user data.</summary>
		</member>
		<member name="P:UnityEditor.Tools.pivotMode">
			<summary>Are we in Center or Pivot mode.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.SetTextureSettings(UnityEditor.TextureImporterSettings)">
			<summary>Set texture importers settings from TextureImporterSettings class.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3TrophyPackagePath">
			<summary>PS3 Trophy Package.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.enumValueIndex">
			<summary>Enum index of an enum property.</summary>
		</member>
		<member name="P:UnityEditor.Tools.handleRotation">
			<summary>The rotation of the tool handle in world space.</summary>
		</member>
		<member name="M:UnityEditor.AssetImporter.GetAtPath(System.String)">
			<summary>Retrieves the asset importer for the asset at path.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporter.ReadTextureImportInstructions(UnityEditor.TextureImportInstructions,UnityEditor.BuildTarget)">
			<summary>Reads the active texture output instructions of this TextureImporter.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3BootCheckMaxSaveGameSizeKB">
			<summary>PS3 Bootcheck maximum savegame size ( as per TRC R224 ). This should include the total estimated size for the savegames (including icon sizes).</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.enumNames">
			<summary>Names of enumeration of an enum property.</summary>
		</member>
		<member name="P:UnityEditor.Tools.pivotRotation">
			<summary>What's the rotation of the tool handle.</summary>
		</member>
		<member name="T:UnityEditor.AssetPreview">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.TextureImporterSettings">
			<summary>Stores settings of a TextureImporter.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3TrialMode">
			<summary>PS3 Title is Trial.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.vector2Value">
			<summary>Value of a 2D vector property.</summary>
		</member>
		<member name="P:UnityEditor.Tools.hidden">
			<summary>Hides the Tools(Move, Rotate, Resize) on the Scene view.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetAssetPreview(UnityEngine.Object)">
			<summary>Returns a preview texture for an asset.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetAssetPreview(System.Int32)">
			<summary>Returns a preview texture for an asset.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.ps3SaveGameSlots">
			<summary>PS3 Save Game slots.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetAssetPreview(System.Int32,System.Int32)">
			<summary>Returns a preview texture for an asset.</summary>
		</member>
		<member name="P:UnityEditor.Tools.visibleLayers">
			<summary>Which layers are visible in the scene view.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.vector3Value">
			<summary>Value of a 3D vector property.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.mipmapFilter">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2NPTrophyPackPath">
			<summary>Path specifying wher to copy a trophy pack from.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreview(System.Int32)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreview(System.Int32,System.Int32)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.Tools.lockedLayers">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2NPCommsID">
			<summary>PS Vita NP Communications ID.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.vector4Value">
			<summary>Value of a 4D vector property.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.mipmapEnabled">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreviews()">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreviews(System.Int32)">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2NPCommsPassphrase">
			<summary>PS Vita NP Passphrase.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.quaternionValue">
			<summary>Value of a quaternion property.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2NPCommsSig">
			<summary>PS Vita NP Signature.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetMiniThumbnail(UnityEngine.Object)">
			<summary>Returns the thumbnail for an object (like the ones you see in the project view).</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.rectValue">
			<summary>Value of a rectangle property.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.generateMipsInLinearSpace">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2ParamSfxPath">
			<summary>Path specifying where to copy the package parameter file (param.sfx) from.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetMiniTypeThumbnail(System.Type)">
			<summary>Returns the thumbnail for the type.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.boundsValue">
			<summary>Value of bounds property.</summary>
		</member>
		<member name="M:UnityEditor.AssetPreview.GetMiniTypeThumbnail(UnityEngine.Object)">
			<summary>Returns the thumbnail for the type.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.linearTexture">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2PackagePassword">
			<summary>32 character password for use if you want to access the contents of a package.</summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.isArray">
			<summary>Is this property an array? (Read Only)</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.fadeOut">
			<summary></summary>
		</member>
		<member name="T:UnityEditor.HighlightSearchMode">
			<summary>Used to specify how to find a given element in the editor to highlight.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.borderMipmap">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.SerializedProperty.arraySize">
			<summary>The number of elements in the array. If the SerializedObject contains multiple objects it will return the smallest number of elements. So it is always possible to iterate through the SerializedObject and only get properties found in all objects.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2DLCConfigPath">
			<summary>Deprecated.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2ThumbnailPath">
			<summary>Deprecated.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.Dispose()">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.mipmapFadeDistanceStart">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2BackgroundPath">
			<summary>Deprecated.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.mipmapFadeDistanceEnd">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.EqualContents(UnityEditor.SerializedProperty,UnityEditor.SerializedProperty)">
			<summary>See if contained serialized properties are equal.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2SoundPath">
			<summary>Deprecated.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.convertToNormalMap">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2TrophyCommId">
			<summary>Deprecated.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.normalMap">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.psp2TrophyPackagePath">
			<summary>Deprecated.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.Next(System.Boolean)">
			<summary>Move to next property.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.heightmapScale">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.NextVisible(System.Boolean)">
			<summary>Move to next visible property.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.normalMapFilter">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.bundleIdentifier">
			<summary>Application bundle identifier shared between iOS &amp; Android platforms.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.Reset()">
			<summary>Move to first property of the object.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.grayscaleToAlpha">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.bundleVersion">
			<summary>Application bundle version shared between iOS &amp; Android platforms.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.CountRemaining()">
			<summary>Count remaining visible properties.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.readable">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.CountInProperty()">
			<summary>Count visible children of this property, including this property itself.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.statusBarHidden">
			<summary>Should status bar be hidden. Shared between iOS &amp; Android platforms.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.textureFormat">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.Copy()">
			<summary>Returns a copy of the SerializedProperty iterator in its current state. This is useful if you want to keep a reference to the current property but continue with the iteration.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.strippingLevel">
			<summary>Managed code stripping level.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.maxTextureSize">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.defaultInterfaceOrientation">
			<summary>Default screen orientation for mobiles.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.DuplicateCommand()">
			<summary>Duplicates the serialized property.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.npotScale">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.DeleteCommand()">
			<summary>Deletes the serialized property.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.allowedAutorotateToPortrait">
			<summary>Is auto-rotation to portrait supported?</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.lightmap">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.allowedAutorotateToPortraitUpsideDown">
			<summary>Is auto-rotation to portrait upside-down supported?</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.generateCubemap">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.FindPropertyRelative(System.String)">
			<summary>Retrieves the SerializedProperty at a relative path to the current property.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.seamlessCubemap">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.GetEndProperty()">
			<summary>Retrieves the SerializedProperty that defines the end range of this property.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.GetEndProperty(System.Boolean)">
			<summary>Retrieves the SerializedProperty that defines the end range of this property.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.allowedAutorotateToLandscapeRight">
			<summary>Is auto-rotation to landscape right supported?</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.filterMode">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.GetEnumerator()">
			<summary>Retrieves an iterator that allows you to iterator over the current nexting of a serialized property.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.allowedAutorotateToLandscapeLeft">
			<summary>Is auto-rotation to landscape left supported?</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.aniso">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.mipmapBias">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.GetArrayElementAtIndex(System.Int32)">
			<summary>Returns the element at the specified index in the array.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.useAnimatedAutorotation">
			<summary>Let the OS autorotate the screen as the device orientation changes.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.wrapMode">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.InsertArrayElementAtIndex(System.Int32)">
			<summary>Insert an empty element at the specified index in the array.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.use32BitDisplayBuffer">
			<summary>32-bit Display Buffer is used.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.compressionQuality">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.targetGlesGraphics">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.DeleteArrayElementAtIndex(System.Int32)">
			<summary>Delete the element at the specified index in the array.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.alphaIsTransparency">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.ClearArray()">
			<summary>Remove all elements from the array.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.apiCompatibilityLevel">
			<summary>.NET API compatibility level.</summary>
		</member>
		<member name="M:UnityEditor.SerializedProperty.MoveArrayElement(System.Int32,System.Int32)">
			<summary>Move an array element from srcIndex to dstIndex.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spriteMode">
			<summary>Sprite texture import mode.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.stripUnusedMeshComponents">
			<summary>Should unused Mesh components be excluded from game build?</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.advancedLicense">
			<summary>Is the advanced version being used?</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spritePixelsToUnits">
			<summary>Scale factor between pixels in the sprite graphic and world space units.</summary>
		</member>
		<member name="T:UnityEditor.SubstanceImporter">
			<summary>The SubstanceImporter class lets you access the imported ProceduralMaterial instances.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spriteExtrude">
			<summary>The number of blank pixels to leave between the edge of the graphic and the mesh.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.aotOptions">
			<summary>Additional AOT compilation options. Shared by AOT platforms.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spriteMeshType">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetPrototypeNames()">
			<summary>Get a list of the names of the ProceduralMaterial prototypes in the package.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.accelerometerFrequency">
			<summary>Accelerometer update frequency.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.mobileMTRendering">
			<summary></summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spriteAlignment">
			<summary>Edge-relative alignment of the sprite graphic.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetMaterialCount()">
			<summary>Get the number of ProceduralMaterial instances.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.renderingPath">
			<summary>Which rendering path is enabled?</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetMaterials()">
			<summary>Get an array with the ProceduralMaterial instances.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spritePivot">
			<summary>Pivot point of the Sprite relative to its graphic's rectangle.</summary>
		</member>
		<member name="P:UnityEditor.TextureImporterSettings.spriteBorder">
			<summary>Border sizes of the generated sprites.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.mobileRenderingPath">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.CloneMaterial(UnityEngine.ProceduralMaterial)">
			<summary>Clone an existing ProceduralMaterial instance.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.useDirect3D11">
			<summary>Should Direct3D 11 be used when available?</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.InstantiateMaterial(System.String)">
			<summary>Instantiate a new ProceduralMaterial instance from a prototype.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.DestroyMaterial(UnityEngine.ProceduralMaterial)">
			<summary>Destroy an existing ProceduralMaterial instance.</summary>
		</member>
		<member name="P:UnityEditor.PlayerSettings.stereoscopic3D">
			<summary>Should player render in stereoscopic 3d on supported hardware?</summary>
		</member>
		<member name="M:UnityEditor.TextureImporterSettings.Equal(UnityEditor.TextureImporterSettings,UnityEditor.TextureImporterSettings)">
			<summary>Test texture importer settings for equality.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.ResetMaterial(UnityEngine.ProceduralMaterial)">
			<summary>Reset the ProceduralMaterial to its default values.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporterSettings.CopyTo(UnityEditor.TextureImporterSettings)">
			<summary>Copy parameters into another TextureImporterSettings object.</summary>
		</member>
		<member name="M:UnityEditor.PlayerSettings.HasAspectRatio(UnityEditor.AspectRatio)">
			<summary>Returns whether or not the specified aspect ratio is enabled.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.RenameMaterial(UnityEngine.ProceduralMaterial,System.String)">
			<summary>Rename an existing ProceduralMaterial instance.</summary>
		</member>
		<member name="M:UnityEditor.PlayerSettings.SetAspectRatio(UnityEditor.AspectRatio,System.Boolean)">
			<summary>Enables the specified aspect ratio.</summary>
		</member>
		<member name="M:UnityEditor.TextureImporterSettings.ApplyTextureType(UnityEditor.TextureImporterType,System.Boolean)">
			<summary>Configure parameters to import a texture for a purpose of type, as described here.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.OnShaderModified(UnityEngine.ProceduralMaterial)">
			<summary>After modifying the shader of a ProceduralMaterial, call this function to apply the changes to the importer.</summary>
		</member>
		<member name="T:UnityEditor.TextureImportInstructions">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.PlayerSettings.GetIconsForTargetGroup(UnityEditor.BuildTargetGroup)">
			<summary>Returns the list of assigned icons for the specified platform.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetMaterialOffset(UnityEngine.ProceduralMaterial)">
			<summary>Get the material offset, which is used for all the textures that are part of this ProceduralMaterial.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.compressedFormat">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.PlayerSettings.SetIconsForTargetGroup(UnityEditor.BuildTargetGroup,UnityEngine.Texture2D[])">
			<summary>Assign a list of icons for the specified platform.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetMaterialOffset(UnityEngine.ProceduralMaterial,UnityEngine.Vector2)">
			<summary>Set the material offset, which is used for all the textures that are part of this ProceduralMaterial.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.uncompressedFormat">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.PlayerSettings.GetIconSizesForTargetGroup(UnityEditor.BuildTargetGroup)">
			<summary>Returns a list of icon sizes for the specified platform.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetMaterialScale(UnityEngine.ProceduralMaterial)">
			<summary>Get the material scale, which is used for all the textures that are part of this ProceduralMaterial.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.recommendedFormat">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetMaterialScale(UnityEngine.ProceduralMaterial,UnityEngine.Vector2)">
			<summary>Set the material scale, which is used for all the textures that are part of this ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.PlayerSettings.GetScriptingDefineSymbolsForGroup(UnityEditor.BuildTargetGroup)">
			<summary>Get user-specified symbols for script compilation for the given build target group.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.desiredFormat">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetGenerateAllOutputs(UnityEngine.ProceduralMaterial)">
			<summary>Check if the ProceduralMaterial needs to force generation of all its outputs.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.usageMode">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetGenerateAllOutputs(UnityEngine.ProceduralMaterial,System.Boolean)">
			<summary>Specify if the ProceduralMaterial needs to force generation of all its outputs.</summary>
		</member>
		<member name="M:UnityEditor.PlayerSettings.SetScriptingDefineSymbolsForGroup(UnityEditor.BuildTargetGroup,System.String)">
			<summary>Set user-specified symbols for script compilation for the given build target group.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.colorSpace">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetAnimationUpdateRate(UnityEngine.ProceduralMaterial)">
			<summary>Get the ProceduralMaterial animation update rate in millisecond.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetAnimationUpdateRate(UnityEngine.ProceduralMaterial,System.Int32)">
			<summary>Set the ProceduralMaterial animation update rate in millisecond.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.width">
			<summary></summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.height">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetGenerateMipMaps(UnityEngine.ProceduralMaterial)">
			<summary>Return true if the mipmaps are generated for this ProceduralMaterial.</summary>
		</member>
		<member name="F:UnityEditor.TextureImportInstructions.compressionQuality">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetGenerateMipMaps(UnityEngine.ProceduralMaterial,System.Boolean)">
			<summary>Force the generation of mipmaps for this ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetTextureAlphaSource(UnityEngine.ProceduralMaterial,System.String)">
			<summary>Get the alpha source of the given texture in the ProceduralMaterial.</summary>
		</member>
		<member name="T:UnityEditor.AudioImporterFormat">
			<summary>Imported audio format for AudioImporter.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetTextureAlphaSource(UnityEngine.ProceduralMaterial,System.String,UnityEngine.ProceduralOutputType)">
			<summary>Set the alpha source of the given texture in the ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.GetPlatformTextureSettings(System.String,System.String,System.Int32&,System.Int32&,System.Int32&,System.Int32&)">
			<summary>Get the import settings for a given ProceduralMaterial for a given platform (width and height, RAW/Compressed format, loading behavior).</summary>
		</member>
		<member name="M:UnityEditor.SubstanceImporter.SetPlatformTextureSettings(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Set the import settings for the input ProceduralMaterial for the input platform (width and height, RAW/Compressed format, loading behavior).</summary>
		</member>
		<member name="T:UnityEditor.SubstanceArchive">
			<summary>Class for Substance Archive handling.</summary>
		</member>
		<member name="T:UnityEditor.SelectionMode">
			<summary>SelectionMode can be used to tweak the selection returned by Selection.GetTransforms.</summary>
		</member>
		<member name="T:UnityEditor.Selection">
			<summary>Access to the selection in the editor.</summary>
		</member>
		<member name="P:UnityEditor.Selection.transforms">
			<summary>Returns the top level selection, excluding prefabs.</summary>
		</member>
		<member name="P:UnityEditor.Selection.activeTransform">
			<summary>Returns the active transform. (The one shown in the inspector).</summary>
		</member>
		<member name="P:UnityEditor.Selection.gameObjects">
			<summary>Returns the actual game object selection. Includes prefabs, non-modifyable objects.</summary>
		</member>
		<member name="P:UnityEditor.Selection.activeGameObject">
			<summary>Returns the active game object. (The one shown in the inspector).</summary>
		</member>
		<member name="P:UnityEditor.Selection.activeObject">
			<summary>Returns the actual object selection. Includes prefabs, non-modifyable objects.</summary>
		</member>
		<member name="P:UnityEditor.Selection.activeInstanceID">
			<summary>Returns the instanceID of the actual object selection. Includes prefabs, non-modifyable objects.</summary>
		</member>
		<member name="P:UnityEditor.Selection.objects">
			<summary>The actual unfiltered selection from the Scene.</summary>
		</member>
		<member name="P:UnityEditor.Selection.instanceIDs">
			<summary>The actual unfiltered selection from the Scene returned as instance ids instead of objects.</summary>
		</member>
		<member name="P:UnityEditor.Selection.assetGUIDs">
			<summary>Returns the guids of the selected assets.</summary>
		</member>
		<member name="M:UnityEditor.Selection.Contains(System.Int32)">
			<summary>Returns whether an object is contained in the current selection.</summary>
		</member>
		<member name="M:UnityEditor.Selection.Contains(UnityEngine.Object)">
			<summary>Returns whether an object is contained in the current selection.</summary>
		</member>
		<member name="M:UnityEditor.Selection.GetTransforms(UnityEditor.SelectionMode)">
			<summary>Allows for fine grained control of the selection type using the SelectionMode bitmask.</summary>
		</member>
		<member name="M:UnityEditor.Selection.GetFiltered(System.Type,UnityEditor.SelectionMode)">
			<summary>Returns the current selection filtered by type and mode.</summary>
		</member>
		<member name="T:UnityEditor.EditorUtility">
			<summary>Editor utility functions.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.RevealInFinder(System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SetDirty(UnityEngine.Object)">
			<summary>Marks target object as dirty.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.IsPersistent(UnityEngine.Object)">
			<summary>Determines if an object is stored on disk.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayDialog(System.String,System.String,System.String,System.String)">
			<summary>Displays a modal dialog.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayDialog(System.String,System.String,System.String)">
			<summary>Displays a modal dialog.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayDialogComplex(System.String,System.String,System.String,System.String,System.String)">
			<summary>Displays a modal dialog with three buttons.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.OpenFilePanel(System.String,System.String,System.String)">
			<summary>Displays the "open file" dialog and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SaveFilePanel(System.String,System.String,System.String,System.String)">
			<summary>Displays the "save file" dialog and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.NaturalCompare(System.String,System.String)">
			<summary>Human-like sorting.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.OpenFolderPanel(System.String,System.String,System.String)">
			<summary>Displays the "open folder" dialog and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SaveFolderPanel(System.String,System.String,System.String)">
			<summary>Displays the "save folder" dialog and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SaveFilePanelInProject(System.String,System.String,System.String,System.String)">
			<summary>Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SaveFilePanelInProject(System.String,System.String,System.String,System.String,System.String)">
			<summary>Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.InstanceIDToObject(System.Int32)">
			<summary>Translates an instance ID to a reference to an object.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat,System.Int32)">
			<summary>Compress a texture.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat,UnityEngine.TextureCompressionQuality)">
			<summary>Compress a texture.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat)">
			<summary>Compress a texture.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CopySerialized(UnityEngine.Object,UnityEngine.Object)">
			<summary>Copy all settings of a Unity Object.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CollectDependencies(UnityEngine.Object[])">
			<summary>Calculates and returns a list of all assets the assets listed in roots depend on.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CollectDeepHierarchy(UnityEngine.Object[])">
			<summary>Collect all objects in the hierarchy rooted at each of the given objects. This is most useful for linearizing entire GameObject hierarchies including all their components.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.UnloadUnusedAssets()">
			<summary>Unloads assets that are not used.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.UnloadUnusedAssetsIgnoreManagedReferences()">
			<summary>Unloads assets that are not used, including the ones that are referenced only from scripts.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayPopupMenu(UnityEngine.Rect,System.String,UnityEditor.MenuCommand)">
			<summary>Displays a popup menu.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.FocusProjectWindow()">
			<summary>Brings the project window to the front and focuses it.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.FormatBytes(System.Int32)">
			<summary>Returns a text for a number of bytes.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayProgressBar(System.String,System.String,System.Single)">
			<summary>Displays or updates a progress bar.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.DisplayCancelableProgressBar(System.String,System.String,System.Single)">
			<summary>Displays or updates a progress bar that has a cancel button.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.ClearProgressBar()">
			<summary>Removes progress bar.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.GetObjectEnabled(UnityEngine.Object)">
			<summary>Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button).</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SetObjectEnabled(UnityEngine.Object,System.Boolean)">
			<summary>Set the enabled state of the object.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.SetSelectedWireframeHidden(UnityEngine.Renderer,System.Boolean)">
			<summary>Set whether the renderer's wireframe will be hidden when the renderer's gameobject is selected.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.ExtractOggFile(UnityEngine.Object,System.String)">
			<summary>Saves an AudioClip or MovieTexture to a file.</summary>
		</member>
		<member name="M:UnityEditor.EditorUtility.CreateGameObjectWithHideFlags(System.String,UnityEngine.HideFlags,System.Type[])">
			<summary>Creates a game object with HideFlags and specified components.</summary>
		</member>
		<member name="T:UnityEditor.MenuItem">
			<summary>The MenuItem attribute allows you to add menu items to the main menu and inspector context menus.</summary>
		</member>
		<member name="T:UnityEditor.MenuCommand">
			<summary>Used to extract the context for a MenuItem. MenuCommand objects are passed to custom menu item functions defined using the MenuItem attribute.</summary>
		</member>
		<member name="F:UnityEditor.MenuCommand.context">
			<summary>Context is the object that is the target of a menu command.</summary>
		</member>
		<member name="F:UnityEditor.MenuCommand.userData">
			<summary>An integer for passing custom information to a menu item.</summary>
		</member>
		<member name="T:UnityEditor.GizmoType">
			<summary>Determines how a gizmo is drawn or picked in the Unity editor.</summary>
		</member>
		<member name="T:UnityEditor.DrawGizmo">
			<summary>The DrawGizmo attribute allows you to supply a gizmo renderer for any Component.</summary>
		</member>
		<member name="T:UnityEditor.EditorPrefs">
			<summary>Stores and accesses Unity editor preferences.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.SetInt(System.String,System.Int32)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetInt(System.String,System.Int32)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetInt(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.SetFloat(System.String,System.Single)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetFloat(System.String,System.Single)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetFloat(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.SetString(System.String,System.String)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetString(System.String,System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetString(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.SetBool(System.String,System.Boolean)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetBool(System.String,System.Boolean)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.GetBool(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.HasKey(System.String)">
			<summary>Returns true if key exists in the preferences.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.DeleteKey(System.String)">
			<summary>Removes key and its corresponding value from the preferences.</summary>
		</member>
		<member name="M:UnityEditor.EditorPrefs.DeleteAll()">
			<summary>Removes all keys and values from the preferences. Use with caution.</summary>
		</member>
		<member name="T:UnityEditor.Help">
			<summary>Helper class to access Unity documentation.</summary>
		</member>
		<member name="M:UnityEditor.Help.HasHelpForObject(UnityEngine.Object)">
			<summary>Is there a help page for this object?</summary>
		</member>
		<member name="M:UnityEditor.Help.HasHelpForObject(UnityEngine.Object,System.Boolean)">
			<summary>Is there a help page for this object?</summary>
		</member>
		<member name="M:UnityEditor.Help.ShowHelpForObject(UnityEngine.Object)">
			<summary>Show help page for this object.</summary>
		</member>
		<member name="M:UnityEditor.Help.ShowHelpPage(System.String)">
			<summary>Show a help page.</summary>
		</member>
		<member name="M:UnityEditor.Help.BrowseURL(System.String)">
			<summary>Open url in the default web browser.</summary>
		</member>
	</members>
</doc>
